sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Make modules pinnable (or call it 'Favorites' or whatever) on PowerToys' Dashboard
Labels: Idea-Enhancement,Product-Settings,Needs-Triage

### Description of the new feature / enhancement

Something like this. (Not exactly like this, because it'd be butt-ugly.)

![image](https://github.com/microsoft/PowerToys/assets/37902856/26b1e47d-2a96-4652-9329-015c2a5dd418)

Why not add a pin or a star symbol there and put pinned/starred modules between enabled and disabled modules.

### Scenario when this would be used?

Every time someone activates and deactivates a module frequently. Because he/she wouldn't have to scroll down the list of disabled modules but can just re-activate a pinned/starred module. Yay!

### Supporting information

It's NOT about pinning modules to the Taskbar and/or Startmenu, so this is NOT a dup of a suggestion to pin stuff to the Taskbar and/or the Startmenu.
Repository: PowerToys
Issue: PowerToys Run / New options for monitor positioning
Labels: Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

Add "screen without mouse cursor" and "screen without the focused window" to the available positions.
![image](https://github.com/microsoft/PowerToys/assets/2649898/27d26242-506f-4d7b-a462-ec0049276d52)


### Scenario when this would be used?

I use PowerToys Run frequently for minor calculations. I have to typewrite numbers e.g. from a picture and sum them. It would be vey handy if the PowerToys Run window would open on the screen that does _not_ have the window with current focus because otherwise it covers the values I want to look at.

### Supporting information

I know, when there are more screens than two it's ambiguous. In that case probably use the screen that's closest to the one with mouse cursor / with focused window. Should easily be calculable from the layout of the screens.
Repository: angular
Issue: signal inputs seem to not work with `numberAttribute` (generic is needed, or needs inference)
Labels: state: blocked,area: core,workaround2: non-obvious,core: inputs / outputs,cross-cutting: signals

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

Yes

### Description

```ts
@Directive({
  selector: 'auto-focus',
  standalone: true,
})
export class AutoFocus {
  delay = input<number>(300, { transform: numberAttribute });
}
```

Throw error:

```
Error in src/main.ts (10:32)
Type '(value: unknown, fallbackValue?: number | undefined) => number' is not assignable to type 'undefined'.
```

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/stackblitz-starters-fv1yrc?file=src%2Fmain.ts

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 17.1.0
Node: 18.16.0
Package Manager: yarn 4.0.2
OS: darwin x64

Angular: 17.1.0
... animations, cdk, cli, common, compiler, compiler-cli, core
... elements, forms, language-service, platform-browser
... platform-browser-dynamic, platform-server, router
... service-worker, ssr

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1701.0
@angular-devkit/build-angular   17.1.0
@angular-devkit/core            17.1.0
@angular-devkit/schematics      17.1.0
@schematics/angular             17.1.0
ng-packagr                      17.1.0
rxjs                            7.8.1
typescript                      5.3.3
zone.js                         0.14.3
```


### Anything else?

_No response_
Repository: next.js
Issue: Blurry PNGs rendered by `next/og`
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/vercel/turbo/blob/734c764c61da9d6493f0d6616d10ec58702eafd1/docs/pages/api/og.tsx#L92-L93

### To Reproduce

Look at any image rendered by `next/og` or `@vercel/og`, for example [one from the Turbo docs](https://turbo.build/api/og?type=repo&title=Configuration).


### Current vs. Expected behavior

### Current

When you look at [the image](https://turbo.build/api/og?type=repo&title=Configuration) at 100% scale, you'll see that everything is rendered at 1/2 the resolution, fonts and graphics are blurry and pixelated.

<img width="365" alt="image" src="https://github.com/vercel/next.js/assets/70969/72e6d1c6-faa5-4c34-b865-b7f286b5d340">


### Expected

When I set 1200x630 as image size, I expect that a crisp PNG is rendered instead the image being effectively rendered at 600x315px and scaled up.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:59:33 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T8112
Binaries:
  Node: 18.18.2
  npm: 7.24.2
  Yarn: 1.22.19
  pnpm: 8.8.0
Relevant Packages:
  next: 14.0.5-canary.65
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
```


### Which area(s) are affected? (Select all that apply)

Middleware / Edge (API routes, runtime)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed), Other (Deployed)

### Additional context

_No response_
Repository: PowerToys
Issue: Fancy Zones: Opening multiple folders in different locations and sizes
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

E.g. open 4 different folders from Explorer again and again in the same position and in the same size.

### Scenario when this would be used?

I open the same 4 folders at least once a day and then have to manually move them across my 4 screens. A batch file opens all 4 folders for me without me having to open each one individually. Fancy Zones already did the resizing for me. If the annoying daily shifting were no longer necessary – that would be simply great.

### Supporting information

_No response_
Repository: godot
Issue: Certain GLB or GLTF file crashes the editor during import
Labels: bug,topic:import,crash,topic:3d

### Tested versions

- Reproducible in 32 bit Godot v4.2.1.stable.official [b09f793f5]
- Not reproducible in 64 bit Godot v4.2.1.stable.official [b09f793f5] and 32 bit Godot v3.5.3.stable.official [6c814135b]

### System information

Godot v4.2.1.stable - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3667) - AMD Ryzen 5 4600H with Radeon Graphics (12 Threads)

### Issue description

Importing certain GLB or GLTF file results in the editor crashing during importing progress. Opening it back up will restart the importing progress and crashing the editor again. Certain GLB or GLTF file works just fine. After testing, this issue only occurs in the 32 bit version of Godot v4.2.1-stable, it works normally in 32 bit version of Godot v3.5.3-stable. There was nothing logged during the crash while using the verbose console.

Working

https://github.com/godotengine/godot/assets/32596839/e69ee40e-2e22-4cf2-ad00-23ac07c8a111

Crashing

https://github.com/godotengine/godot/assets/32596839/a8adbc21-6157-4534-9cc5-a61565c5de68

### Steps to reproduce

1. Create a Godot project using the compability setting
2. Drag and drop a GLB file into the FileSystem
3. If it is the Barbarian.glb, it will crash. If it is the arrow_green.gltf.glb, it will import normally.

### Minimal reproduction project (MRP)

[Issue Test.zip](https://github.com/godotengine/godot/files/13975899/Issue.Test.zip)
Repository: flutter
Issue: [go_router package] implement webstyle transition between pages.
Labels: c: new feature,a: animation,platform-web,package,c: proposal,P3,p: go_router,team-go_router,triaged-go_router

### Use case

I'm developing a platform that consists of a mobile app and a website and using the go_router package for the navigation. For both mobile platforms the go_router provides the native transition experience (a nice and clean animated transition), however, for web it does not (I think there should be no animation at all?). I know the auto_route package has all of the native transitions for every platform, I just think the go_router package is a bit easier to implement as I was running into some issues with autoroute.

### Proposal

go_router already understands on what platform the app is active. Maybe we can use that information to make a more native look-a-like transition for web platform. I think there should be no animation at all?
Repository: storybook
Issue: [Bug]: `raw` property of tagged template literals is removed by `addSpies` function, breaking child tagged template literals in Stories
Labels: bug,web-components,lit,addon: interactions,sev:S2

### Describe the bug

This bug only seems to be triggered when `@storybook/addon-interactions` is installed and configured in main.js.

Tagged template literals get a special `raw` property assigned (see: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals#raw_strings)

Here:
https://github.com/storybookjs/storybook/blob/fbb29c1a602b894833d828f57f68d1c86ae51479/code/addons/interactions/src/preview.ts#L40

The `map` function creates a new array, but that new array lacks this `raw` property. The Lit html renderer checks if this `raw` property exists, see: https://github.com/lit/lit/blob/main/packages/lit-html/src/lit-html.ts#L717

The fix could be to check for this `raw` property on the array and make sure it is copied over to the array that is newly created by the map function. This fixes my issue.

In the latest version (for 8.0?) this `addSpies` function is removed/replaced. I haven't tested if this bug also exists in that version.

### To Reproduce

https://stackblitz.com/edit/github-q6awdu?file=src%2Fstories%2FExample.stories.js

### System

```bash
System:
    OS: macOS 14.1.2
    CPU: (10) arm64 Apple M2 Pro
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.18.2 - ~/.nvm/versions/node/v18.18.2/bin/node
    npm: 9.8.1 - ~/.nvm/versions/node/v18.18.2/bin/npm <----- active
  Browsers:
    Chrome: 120.0.6099.234
    Safari: 17.1.2
  npmPackages:
    @storybook/addon-actions: ^7.6.8 => 7.6.8 
    @storybook/addon-essentials: ^7.6.8 => 7.6.8 
    @storybook/addon-interactions: ^7.6.8 => 7.6.8 
    @storybook/addon-links: ^7.6.8 => 7.6.8 
    @storybook/addon-mdx-gfm: ^7.6.8 => 7.6.8 
    @storybook/blocks: ^7.6.8 => 7.6.8 
    @storybook/jest: ^0.2.3 => 0.2.3 
    @storybook/testing-library: ^0.2.2 => 0.2.2 
    @storybook/web-components: ^7.6.8 => 7.6.8 
    @storybook/web-components-webpack5: ^7.6.8 => 7.6.8 
    eslint-plugin-storybook: ^0.6.15 => 0.6.15 
    storybook: ^7.6.8 => 7.6.8
```


### Additional context

_No response_
Repository: react-native
Issue: [Accessibility, Android] Adding testID cause malfunction to android talkback
Labels: Platform: Android,Needs: Triage :mag:,Needs: Repro,Newer Patch Available,Needs: Attention

### Description

I have the following React Native code:

```
<View testID={'containerTestID'}>
    <Text>Title</Text>
    <Text>Subtitle</Text>
</View>
```
I'm working on accessibility to my app and found that after adding the `testID` above, I cannot focus on each one of the texts on talkback mode, the talkback focus them together only. This is reproduced in android only.
When removing the `testID`, each of the texts is focused separately as needed for the talkback. But since it is a big app with a lot of tests, removing `testID`s from the components is not an option.

It is not reproduced in iOS.

Can you please advise? Thanks

### Steps to reproduce

1. Enable talkback on Android device.
2. Try to focus on a text which is wrapped with a view with testID

### React Native Version

0.71.13

### Affected Platforms

Runtime - Android

### Output of `npx react-native info`

```text
System:
    OS: macOS 13.6.3
    CPU: (16) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Memory: 641.53 MB / 32.00 GB
    Shell: 3.2.57 - /bin/bash
  Binaries:
    Node: 18.6.0 - ~/.nvm/versions/node/v18.6.0/bin/node
    Yarn: 1.22.4 - /usr/local/bin/yarn
    npm: 8.13.2 - ~/.nvm/versions/node/v18.6.0/bin/npm
    Watchman: 2023.11.20.00 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.14.3 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 23.0, iOS 17.0, macOS 14.0, tvOS 17.0, watchOS 10.0
    Android SDK:
      API Levels: 27, 28, 29, 30, 31, 33, 34
      Build Tools: 28.0.3, 29.0.2, 29.0.3, 30.0.0, 30.0.2, 30.0.3, 33.0.0, 34.0.0
      System Images: android-28 | Android TV Intel x86 Atom, android-28 | China version of Wear OS Intel x86 Atom, android-28 | Wear OS Intel x86 Atom, android-29 | Intel x86 Atom, android-29 | Intel x86 Atom_64, android-29 | Google APIs Intel x86 Atom, android-29 | Google APIs Intel x86 Atom_64, android-29 | Google Play Intel x86 Atom, android-29 | Google Play Intel x86 Atom_64
      Android NDK: 17.2.4988734
  IDEs:
    Android Studio: 2022.1 AI-221.6008.13.2211.9477386
    Xcode: 15.0.1/15A507 - /usr/bin/xcodebuild
  Languages:
    Java: 11.0.7 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: ^18.2.0 => 18.2.0 
    react-native: ^0.71.13 => 0.71.13 
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found
```


### Stacktrace or Logs

```text
N/A
```


### Reproducer

N/A

### Screenshots and Videos

_No response_
Repository: electron
Issue: [Bug]: children views are painted under main view instead on top of it.
Labels: platform/windows,bug :beetle:,status/confirmed,29-x-y,component/WebContentsView,30-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a bug report that matches the one I want to file, without success.

### Electron Version

30.0.0-nightly.20240117

### What operating system are you using?

Windows

### Operating System Version

Windows 10 22H2 19045.3930

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Children browser views/web contents view painted on top of parent content views content.

### Actual Behavior

Children browser views/web contents view painted below parent content views content.

### Testcase Gist URL

https://gist.github.com/marekharanczyk/2e8b6adb97bf44893828212a79b06b22

### Additional Information

This is regression after https://github.com/electron/electron/pull/35658.
Problem is that js children list is placed in front of whatever views main webcontents view naturally has, which means main content views native host view is last and painted on top of everything else.
I made this change locally to fix it:
```
diff --git a/shell/browser/api/electron_api_view.cc b/shell/browser/api/electron_api_view.cc
index a15cd4c72b..6b89556e01 100644
--- a/shell/browser/api/electron_api_view.cc
+++ b/shell/browser/api/electron_api_view.cc
@@ -205,6 +205,8 @@ void View::AddChildViewAt(gin::Handle<View> child,
   // upstream.
   ScopedCAActionDisabler disable_animations;
 #endif
+  // Keep the api children views on top of any native views view_ naturally has.
+  index = view_->children().size() - (child_views_.size() - 1 - index);
   view_->AddChildViewAt(child->view(), index);
 }
```
One related comment: View::SetLayout implementation will not take into account those native views correctly as well, might cause trouble as well.
Repository: flutter
Issue: [iOS] Add default buttons to SelectionArea context menu
Labels: a: text input,framework,f: material design,a: fidelity,c: proposal,P2,team-design,triaged-design,found in release: 3.16,found in release: 3.19

### Use case

On iOS, the selection context menu displays default buttons for `TextField` and `SelectableText` but not for `SelectionArea`:

SelectionArea:

![Capture d’écran 2024-01-18 à 12 09 37](https://github.com/flutter/flutter/assets/840911/bdd031e9-1ec5-4956-9412-ce7d45264861)


SelectableText:

![Capture d’écran 2024-01-18 à 12 08 52](https://github.com/flutter/flutter/assets/840911/0e90287e-172d-4cbf-9a1b-b868b14bc5fc)

### Proposal

Add Share, Look up and Search Web buttons to `SelectionArea` context menu.

For `SelectedText` and `TextField` this was mainly done in the following PRs:
- Share: https://github.com/flutter/flutter/pull/132599
- Look up: https://github.com/flutter/flutter/pull/130532
- Search Web: https://github.com/flutter/flutter/pull/131898

For the Share feature to be supported on iPad some work should be done on the engine side (see https://github.com/flutter/engine/pull/48427).
Repository: godot
Issue: Skeleton2D spamming errors after running scene
Labels: bug,needs testing,topic:2d

### Tested versions

- Godot 4.2.1 stable, Godot_v4.3-dev2_win64

### System information

Windows 11, Godot 4.2.1 stable - Forward+ and mobile

### Issue description

I have a Skeleton2D rig working nicely on editor, when i run any scene also works fine, but if close the game or double click other scene and go back to where de skeleton is, an error spam starts. 

![image](https://github.com/godotengine/godot/assets/13296176/93e462e0-8d1a-4f01-9ecf-9d2131d02f2f)


The only workaround to make this stop for now is open the Skeleton2D Node, delete any of my Modification elements, i can then control+Z and still fine and i didn't lose anything. But if i leave the spam going, it crashes the editor after 2~ min.


### Steps to reproduce

Have a Skeleton2D on scene with modifications in it (in my case 4 2DTwoBoneIK for legs and arms, and 1 2DLookAt, but if i remove all of them and leave one still happening), all bones with rest positions set properly and working fine.

Run the game or change to another scene and go back (doesn't have to be one with skeleton2D)

Close the game.

Check the output tab

### Minimal reproduction project (MRP)

[Skeleton2DMPR.zip](https://github.com/godotengine/godot/files/13978115/Skeleton2DMPR.zip)
Repository: godot
Issue: Incorrect behaviour of rotation and scale in gridmaps when precision=double
Labels: bug,topic:rendering,confirmed,topic:3d

### Tested versions

Reproducible in: 4.2.1-stable precision=double
Not reproducible in: 4.2.1-stable


### System information

Godot v4.2.1.stable (b09f793f5) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)

### Issue description

When precision is set to double rotation and scale will apply to individual elements of the grid map instead of the entire object. Below is what the gridmap should look like when rotated and scaled. 
![godot_single_precision](https://github.com/godotengine/godot/assets/69317739/97db13d0-dcae-456f-ae23-048867b41193)
This is what the same rotation and scale looks like when precision=double.
![godot_double_precision](https://github.com/godotengine/godot/assets/69317739/33e82ed7-4064-4945-b06b-0ab9868d2678)


### Steps to reproduce

1. Compile godot with "precision=double"
2. Create a new project
3. Add a grid map with a mesh library
4. Modify the rotation or scale

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: [NCCL 2.19.3] Performance reduction when using NVLSTree algorithm when running nccl-tests all-reduce 
Labels: triaged,module: nccl

### 🐛 Describe the bug

Please refer to this PR: https://github.com/NVIDIA/nccl/pull/1112

>We have noticed a significant performance reduction when using NVLSTree algorithm when running nccl-tests all-reduce on a cluster of 8 AWS P5 nodes.
>
>nccl-tests 4GB all-reduce output:
>
>```
>                                                                   out-of-place                       in-place
>            size         count      type   redop    root     time   algbw   busbw #wrong     time   algbw   busbw #wrong
>             (B)    (elements)                               (us)  (GB/s)  (GB/s)            (us)  (GB/s)  (GB/s)
>      4294967296    1073741824     float     sum      -1    81146   52.93  104.20    N/A    80945   53.06  104.46    N/A
>```
>after fix is applied
>```
>                                                                   out-of-place                       in-place
>            size         count      type   redop    root     time   algbw   busbw #wrong     time   algbw   busbw #wrong
>             (B)    (elements)                               (us)  (GB/s)  (GB/s)            (us)  (GB/s)  (GB/s)
>      4294967296    1073741824     float     sum      -1    30222  142.11  279.78    N/A    30309  141.70  278.98    N/A
>```


Possible solutions:
We build nccl from source after this PR: https://github.com/pytorch/builder/pull/1670
Hence cherry-pick of the https://github.com/NVIDIA/nccl/pull/1112 fix would be needed
 We would need to use nccl branch with the cherry pick included here: https://github.com/pytorch/builder/blob/main/common/install_cuda.sh#L48

@ptrblck Can you recommend minimal repo steps for this issue so we can confirm the issue and resolution ?

cc @ptrblck @malfet 

### Versions

2.2.0
nightly
Repository: deno
Issue: ext/net: extend unix-domain socket support (unnamed and abstract)
Labels: feat,public API

This ticket is in the context of the ongoing `Deno.listen()` stabilization at https://github.com/denoland/deno/pull/21938.

At least on Linux there are three kinds of Unix Domain Socket (see https://www.man7.org/linux/man-pages/man7/unix.7.html):
 * pathname-based
 * unnamed
 * abstract

The first one is already supported in Deno, the other two kinds are missing.

For usecases, the `abstract` ones are especially useful on Linux: they don't require FS access/permissions, they get automatically cleaned up after usage, and they are nicely namespaced under https://www.man7.org/linux/man-pages/man7/network_namespaces.7.html.
Repository: next.js
Issue: revalidateTag() cannot be relied upon to work – frequently will only revalidate the first affected tag visited, not any of the subsequent page visits
Labels: bug

### Link to the code that reproduces this issue

https://github.com/simonhrogers/Matt-Carey-Williams/tree/revalidate-bug-report

### To Reproduce

This is using Sanity’s own template repository for the App router, and they claim this is a Next/Vercel issue. 

### Current vs. Expected behavior

Only the first page visited by an array of tags is updated, after this, no number of refreshes will update the other tagged pages. 

I expect all pages to be revalidated. Revalidate reports 200 in Vercel function logs for each affected page. 

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 21.4.0: Fri Mar 18 00:45:05 PDT 2022; root:xnu-8020.101.4~15/RELEASE_X86_64
Binaries:
  Node: 20.10.0
  npm: 10.2.3
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.4-canary.26
  eslint-config-next: 14.0.3
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_