sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: I want to add a shortcut key to quickly switch the taskbar application
Labels: Idea-New PowerToy,Product-Tweak UI Design

### Description of the new feature / enhancement

When using the win11 system, the icons on the taskbar cannot be expanded and the display is relatively small. When many application windows are opened, switching applications and switching application windows becomes very cumbersome and difficult to operate, so I want to apply for power toys to add The function of quickly switching taskbar applications is like macOS application switching or browser tab switching. Use Ctrl + arrow left or right or use win + pageup pagedown to quickly switch the left or right app of the current app in the taskbar

### Scenario when this would be used?

When you need to open many apps or many windows of the same app when working

### Supporting information

Macos, chrome
Repository: puppeteer
Issue: [Feature]: Support network events, bindings, preload scripts, interception and dialogs for OOPIFs
Labels: feature

### Feature description

Multiple bugs have been filed that report that request events/interception don't work for OOPIFs: https://github.com/puppeteer/puppeteer/issues/9699 https://github.com/puppeteer/puppeteer/issues/9567

This is due to the fact that OOPIF support was added at a later point and the network event/interception code only works with same-process iframes: https://github.com/puppeteer/puppeteer/blob/main/packages/puppeteer-core/src/common/FrameManager.ts#L166

Historically, the old headless mode always worked with OOPIFs disabled as it is easier for automation. Now that the new headless mode and headful mode are also more used, we need to make request interception/events work for multiple targets.
Repository: godot
Issue: Tile data runtime update is not called for cells created through dragging action on tilemap.
Labels: documentation,topic:2d

### Godot version

4.02

### System information

Windows 10

### Issue description

Tile data runtime update is not called for cells created through dragging action on tilemap.
For example, any cells drawn while using Rect on tilemap, do not trigger tile data runtime update except for the cell that is at the end point. 

### Steps to reproduce

1. Draw tiles through dragging action. 


### Minimal reproduction project

[TileMapTest.zip](https://github.com/godotengine/godot/files/11219490/TileMapTest.zip)
Repository: rust
Issue: Rust Building PIE without relocations
Labels: A-linkage,T-compiler

I am trying to build a rust executable without any relocations. Looking at the documentation for [codegen options](https://doc.rust-lang.org/rustc/codegen-options/index.html), it seems to say that the `relocation-model` controls the generation of position independent code and that it should be set to `pic` for most targets. However, when I build a simple test application, I can see it still contains relocations? Is it possible to prevent this?

```
$ rustc --version
rustc 1.68.2 (9eb3afe9e 2023-03-27)
```

```
$ cargo new pic-test
     Created binary (application) `pic-test` package
```

```
$ cd pic-test/
$ cargo build
   Compiling pic-test v0.1.0 (/home/jon/git/undead2/pic-test)
    Finished dev [unoptimized + debuginfo] target(s) in 0.22s
```

```
$ file target/debug/pic-test
target/debug/pic-test: ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, BuildID[sha1]=861c0712da0c40487ffb21f0893244237aded5f2, for GNU/Linux 3.2.0, with debug_info, not stripped
```

```
$ readelf -rW target/debug/pic-test

Relocation section '.rela.dyn' at offset 0xee8 contains 713 entries:
    Offset             Info             Type               Symbol's Value  Symbol's Name + Addend
000000000004d328  0000000000000008 R_X86_64_RELATIVE                         22970
000000000004d330  0000000000000008 R_X86_64_RELATIVE                         8750
000000000004d338  0000000000000008 R_X86_64_RELATIVE                         8710
000000000004d340  0000000000000008 R_X86_64_RELATIVE                         3f000
...
```
Repository: godot
Issue: Cell texture is invisible when cell was set on tile data runtime update during update of same layer. 
Labels: bug,topic:rendering,topic:2d

### Godot version

4.02

### System information

Windows 10

### Issue description

Cell texture is invisible when cell was set on tile data runtime update during update of same layer. 
This does not happen when you are setting cell on different layer than the one passed as argument on tile data runtime update.



### Steps to reproduce

1. Draw cell on layer 0. (Atlas coordinates Vectori(0,0) to avoid loop.) 
2. Observe cell set during runtime update(that is on same layer) is invisible.(They exist, as indicated by grid.)
3.  You can force visual update to show texture through modifying custom data layers property.(Write something on it.) [Modifying custom data layer element apparently calls runtime update on every cells. I'm not sure this is intended or not.] 

### Minimal reproduction project

[TileMapTest.zip](https://github.com/godotengine/godot/files/11219689/TileMapTest.zip)
Repository: godot
Issue: Potential infinite recursion detected while setting a breakpoint after instantiating a scene with circular reference
Labels: bug,topic:core

### Godot version

Godot_v4.0-stable_mono_win64, godot master [fb66342]

### System information

Windows 10

### Issue description

<img width="307" alt="Capture" src="https://user-images.githubusercontent.com/77829508/231703153-6f9665f1-595a-4c25-8af9-7fe297195352.PNG">

Behavior in the image is observed after project is ran while conditions are met. I have first observed this issue related to crash of entire editor, but the crash is currently not replicable by means known to me.

### Steps to reproduce

1. Scene "child": Node A, B.
2. Node A exports a reference to a Node, default value is set to Node B. Vice versa for Node B, creating a circular reference.
3. Scene "root": Node C. 
5. Node C attempts to load and instantiate Scene "child" on _ready().
6. A breakpoint has to be set. For example in the next line after instantiation in Node C.
7. Run the project with Scene "root" as the root scene.

These conditions are prepared in the provided project.
Please note that the breakpoint appears essential for replication.


### Minimal reproduction project

[Godot Error Replication.zip](https://github.com/godotengine/godot/files/11219956/Godot.Error.Replication.zip)
Repository: go
Issue: x/tools/cmd/goimports: move custom group imports set with "-local" flag to bottom of imports with no spaces. 
Labels: NeedsInvestigation,Tools

Imports mal-grouped:

<img width="207" alt="Screenshot 2023-04-13 at 11 00 57" src="https://user-images.githubusercontent.com/54535543/231709922-446bea3d-ea83-4bf0-9966-e23588f01d5a.png">


Current behavior of running `goimports -local 'github.com/shi**'` is:
<img width="187" alt="Screenshot 2023-04-13 at 11 01 17" src="https://user-images.githubusercontent.com/54535543/231710071-944cc824-d374-42b9-8c72-81a8cf7759fa.png">


Desired behavior is:
<img width="156" alt="Screenshot 2023-04-13 at 11 02 02" src="https://user-images.githubusercontent.com/54535543/231710090-a5f7b889-5c02-44e7-864d-950b34962538.png">

This is from `neovim` with `vim-go`. I don't think it's a config problem. I have run the cmd in the shell on the file as well, with same results.

Thanks!
Repository: PowerToys
Issue: Put non-resizable windows to the center of the selected zone
Labels: Needs-Triage

### Description of the new feature / enhancement

If window is not resizable, put it to the center of the zone that person wanted to move it onto

### Scenario when this would be used?

Some windows cannot be resized, using FancyZones with this type of windows just puts it on the top left corner of the selected zone, which is not really good   

### Supporting information

_No response_
Repository: next.js
Issue: Some hydration will silent fail in dev mode
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: Ubuntu 20.04.0 LTS Thu Apr 13 2023 16:59:17 GMT+0800 (Singapore Standard Time)
    Binaries:
      Node: 16.14.2
      npm: 7.17.0
      Yarn: 1.22.19
      pnpm: 8.2.0
    Relevant packages:
      next: 13.3.1-canary.6
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://stackblitz.com/edit/nextjs-kp329e?file=pages%2Findex.js

### To Reproduce

See comments in the code.

### Describe the Bug

Some hydration will silent fail in dev mode, the developer will not know that a hydration error has occurred.

### Expected Behavior

Every hydration error should be a strong reminder to the developer.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: pytorch
Issue: Is there a way to get the full call stack of pytorch from python to C/C++?
Labels: triaged

### 🚀 The feature, motivation and pitch

I can get the python call stack of pytorch with PYCG or other package. I can get C/C++ call stack with perf. But how to link them together?

Pytorch calls C/C++ functions/operators with dynamic dispatching. It's hard to know what C/C++ functions/operators is called by a pytorch operator ,e.g. bmm operator.

Is there any tools that can profile the call stack or trace from pytorch(up) to C/C++ operators/functions(down)?

### Alternatives

_No response_

### Additional context

_No response_
Repository: flutter
Issue: TextField is getting focus after calling Navigator.pop if the field was unfocused by ScrollViewKeyboardDismissBehavior.onDrag
Labels: framework,f: routes,has reproducible steps,P2,found in release: 3.7,found in release: 3.10,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

TextField is getting focus after calling Navigator.pop if the field was unfocused by ScrollViewKeyboardDismissBehavior.onDrag and using MaterialApp.router constructor.
It doesn't get focus if popped by native gesture like back button or swipe.

Steps:

Focus one of field.
Hide keyboard with drag
Go to the next page by tapping FAB
Navigate back by tapping FAB on green screen

### Expected results

Textfield is not getting focus if it was not focused before push and the route above popped by Navigator.pop. 

At least implementation with MaterialApp doesn't have a bug
https://github.com/IlyaMax/flutter_playground/tree/text-field-focus-when-pop-ios-issue-not-router 

### Actual results

Opposite to expected

### Code sample

Minimal reproducable example:
https://github.com/IlyaMax/flutter_playground/tree/text-field-focus-when-pop-ios-issue with beamer
https://github.com/IlyaMax/flutter_playground/tree/text-field-focus-when-pop-ios-issue-go-router with go router

### Screenshots or Video

Behavior with MaterialApp on iOS which is equivalent to behavior on android with MaterialApp.


https://user-images.githubusercontent.com/33570996/231721611-18759990-bf86-41b9-8dec-d78aca2186bb.mp4


Behavior with MaterialApp.router on iOS

https://user-images.githubusercontent.com/33570996/231720264-ca836d3b-44d6-497a-8252-7470c379e36d.mp4

### Logs

No logs

### Flutter Doctor output

[✓] Flutter (Channel stable, 3.3.10, on macOS 12.5.1 21G83 darwin-arm, locale en-UA)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0-rc4)
[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] VS Code (version 1.76.1)
[✓] Connected device (4 available)
[✓] HTTP Host Availability

• No issues found!
Repository: PowerToys
Issue: Quick Print
Labels: Needs-Triage

### Description of the new feature / enhancement

The feature would allow you to quickly print multiple files from file explorer without opening them. Also, it would have more advanced printing settings than the normal system dialogue. This could also save computer memory and making printing multiple files at a time, more efficient.

### Scenario when this would be used?

When wanting to quickly print multiple files, without opening them. 

### Supporting information

_No response_
Repository: create-react-app
Issue: Importing core-js doesn't seem to polyfill anything
Labels: needs triage,issue: bug report

I'm trying to polyfill .at and it doesn't seem to work
```import 'core-js/stable/array/at';```
and Array.prototype.at is still undefined.

Anybody had this issue?
Repository: tensorflow
Issue: Stride-1 tf.nn.conv2d with XLA is 1.5x slower then without XLA, as far as stride-2 tf.nn.depthwise_conv2d
Labels: stat:awaiting tensorflower,type:bug,comp:xla,type:performance,TF 2.12

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Bug

### Have you reproduced the bug with TF nightly?

Yes

### Source

binary

### Tensorflow Version

2.12.0, 2.13.0-dev20230412

### Custom Code

Yes

### OS Platform and Distribution

Google Colab

### Mobile device

_No response_

### Python version

Google Colab

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

11.8

### GPU model and memory

_No response_

### Current Behaviour?

See example below to reproduce. Here is speed test results:

stride-1 conv 40.66
stride-1 conv_jit 64.11  // conv2d is slower with JIT but only if stride=1
stride-2 conv 40.18
stride-2 conv_jit 28.05  // when stride=2 it is FASTER with JIT

stride-1 dwconv 9.82
stride-1 dwconv_jit 5.72  // dwconv is faster with JIT but only if stride=1
stride-2 dwconv 2.59
stride-2 dwconv_jit 4.2  // when stride=2 it is SLOWER with JIT

### Standalone code to reproduce the issue

```shell
https://colab.research.google.com/drive/1zqqPVVKt4ILRA1rCoWjB1uOtB3D0hDc-?usp=sharing
```


### Relevant log output

_No response_</details>
Repository: PowerToys
Issue: Selection wheel
Labels: Needs-Triage

### Description of the new feature / enhancement

A quick way to select the tools that are enabled. Holding down a key would bring all of the enabled/selected tools onscreen as a selection wheel, where you move the mouse over the desired icon and release the key to open the tool

### Scenario when this would be used?

Whenever opening the app or using any of the tools. The shortcuts would still exist but for new users, this would be a much easier way of using the tools without having to remember all of the shortcuts

### Supporting information

![image](https://user-images.githubusercontent.com/90902020/231730207-3962e0e9-9621-483d-ba2c-8547e725f523.png)

I know this is from a game, but the principle is the same, mouse-over then release to select
Repository: rust
Issue: SIGILL Illegal Instruction on PPC64
Labels: I-crash,T-compiler,O-PowerPC,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

Unable to install rust on Debian Bookworm PPC64 (POWER5+)
### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
Illegal instruction
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
When running cargo from rust 1.68.2-powerpc64-unknown-linux-gnu (downloaded from the rust website), I get the following backtrace
<details><summary>Backtrace</summary>
<p>

```
#0  std::sys::unix::stack_overflow::imp::make_handler () at library/std/src/sys/unix/stack_overflow.rs:160
#1  0x0000000100eded3c in std::sys::unix::stack_overflow::imp::init () at library/std/src/sys/unix/stack_overflow.rs:123
#2  std::sys::unix::init () at library/std/src/sys/unix/mod.rs:69
#3  std::rt::init () at library/std/src/rt.rs:97
#4  std::rt::lang_start_internal::{closure#1} () at library/std/src/rt.rs:147
#5  std::panicking::try::do_call<std::rt::lang_start_internal::{closure_env#1}, ()> () at library/std/src/panicking.rs:483
#6  std::panicking::try<(), std::rt::lang_start_internal::{closure_env#1}> () at library/std/src/panicking.rs:447
#7  std::panic::catch_unwind<std::rt::lang_start_internal::{closure_env#1}, ()> () at library/std/src/panic.rs:140
#8  std::rt::lang_start_internal () at library/std/src/rt.rs:147
#9  0x000000010033f328 in main ()
```

</p>
</details>
To hazard a guess this binary has been built for some specific/newer POWER target and not the generic POWER4/POWER5 supported by Debian
Repository: godot
Issue: `.glsl` file is not recompiled when `#include`d files are updated
Labels: enhancement,discussion,topic:shaders

### Godot version

master (ef025711a694071a1407b5035a6fe3e67c2a5b07)

### System information

Windows 10, Vulkan

### Issue description

When we `#include` some files in `.glsl`, the original source will be treated identical by Godot Editor and the source won't be recompiled.

(I know the `.glsl` support is for advanced users but I'm using it for compute shader)

### Steps to reproduce

`test.glsl`
```glsl
#[compute]
#version 450

#include "other_file.glsl"

void main() {}
```

`other_file.glsl`
```glsl
void foo() {}
```

Then open `other_file.glsl` with text editor, modify content, and save.

I expect the Godot Editor to detect changes and re-compile `test.glsl`, however the editor will remain silent as if no changes were made.

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Subscript and superscript for all characters 
Labels: Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Through the "quick accent" program it would be useful for students to use Subscript and superscript for letters and mathematical symbols. 

### Scenario when this would be used?

If I need to write a formula, I can have nearly all Greek letters but I can't use subscript and superscript that everybody knows are essential.

### Supporting information

<img width="71" alt="image" src="https://user-images.githubusercontent.com/123214673/231747565-36744bb9-4376-4af6-a650-62c472f21e8a.png"> <img width="50" alt="image" src="https://user-images.githubusercontent.com/123214673/231747686-39d92383-7b15-4a16-8578-537023191d32.png">
If I need to write these parts of a financial formula, I need to be able to have subscript and superscript access.
Repository: flutter
Issue: Integrate inputAccessoryView capabilities on iOS/iPadOS/macOS/tvOS
Labels: a: text input,c: new feature,platform-ios,framework,c: proposal,P3,team-ios,triaged-ios

## Use case

On iOS/iPadOS/macOS/tvOS, it is possible to make use of the `inputAccessoryView` property of `UIResponder` (https://developer.apple.com/documentation/uikit/uiresponder/1621119-inputaccessoryview) to attach a custom view on top of the OS keyboard.

This is the way to correctly attach an element natively on top of the keyboard and produce a native look&feel.

## Proposal

Since the framework itself is providing the `TextField` and `TextFormField` widgets, which will trigger the keyboard to appear if focused, the implementation of the native component should include the property `inputAccessoryView`.
Repository: TypeScript
Issue: Provide per-project build progress in `tsc -b`
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

`tsc diagnostics` `tsc progress`

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] 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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Please consider printing by default (in TTY mode) progress about solution compilation. It would be a minimalistic version of `--diagnostics` flag.

Also note that currently `--diagnostics` is not easily usable for `tsc -b` because it does not say which project each statistics belong to.

## 📃 Motivating Example

I patched `tsc` to print out every project that it will build and that prints time spent for each project. It can be done via simple xterm commands, no need for any dependencies.

![image](https://user-images.githubusercontent.com/8700285/231758051-0d714aa0-97c9-404d-bd90-5f7942a13b74.png)


## 💻 Use Cases

This has helped us to:
* realize that some packages were never cached but always rebuilt (seems because of overlapping included files)
* see just how long some common reused packages compile vs the consumers
* visualize the dependency graph, allowing developers to see that they are including references they really don't need.

Overall this has been eye opening in regards to what contributes to our build times.

As mentioned above `--diagnostics` could be used to achieve this (though it is bit too verbose to get an overview and it is optional) however it not printing the project name is a blocker to use it.

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
Repository: TypeScript
Issue: Elaborate on non-portable types
Labels: Suggestion,Help Wanted,Experience Enhancement

# Suggestion

## 🔍 Search Terms

type annotation elaboration not portable cannot be named

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] 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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

To improve DX this error message should mention what part of the type is not portable:
> The inferred type of 'XX' cannot be named without a reference to '../../lib/foo'. This is likely not portable. A type annotation is necessary.

Perhaps it could even suggest what export is missing in the referenced module.

I've experienced a situation in which an inferred return value was an object with multiple properties and some nesting. **One** of its properties had a non-portable type. It would be a huge improvement if the error message could mention which property is not portable (let's say `user` in this example) and it would be even a bigger improvement if the name of the said type would be mentioned (let's say `User` in this example)