sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Ability to define the zones past the monitor and taskbar restricted areas
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

### Description of the new feature / enhancement

It would be cool and helpful in my situation if the program allowed you to define the starting (x,y) pixel position of the bounding rectangle (even in negative x and y coordinates), as well as custom sizing of the bounding rectangle in order to allow the windows of programs bound by said rectangle to expand past the taskbar and desktop area.

### Scenario when this would be used?

In my case, I already knew what the definition of the bounding rectangles that were needed for my preferences, as this method of defining them is already employed in the program Display Fusion. Fancy Zones is a lot better and nicer than DF, but it lacks the ability to explicitly define the starting and ending pixels, opting instead for a click and drag definition system. This method is nice, but it restricts your window area to as far as the mouse can go, and the program limits you dragging these rectangles past the top of the taskbar, and past the edges of the monitor. Personally, I don't like the window border that windows have and would love if the windows snapped (within the bounding rectangle) one pixel past the edge, so as to hide the window border behind the monitor edge. And the same for the taskbar, I'd like the windows to go past the taskbar to enable me to fully utilize 100% of my monitor, instead of having to deal with this 40px gap beneath the windows.

### Supporting information

![Before Fix](https://user-images.githubusercontent.com/94324030/141700553-d42d1dbc-1ab0-44df-a77f-487953aab709.png)

Before and after of what the program should be able to achieve if the suggestion is applied correctly. Notice how my taskbar is 100% translucent in the middle, this is why it would be better for me if the windows could expand past the 40px restriction that the program has. Also notice how the windows at the far edges of the monitor no longer have a border, that is because they are positioned 1px further so as to hide the 1px border of these windows where they cannot be seen, giving a full-screen window effect, since Windows does that automatically when you maximize a window.

![After Fix](https://user-images.githubusercontent.com/94324030/141700557-fa6f42bc-820c-4dd5-8a7b-d9d2d8eb9d71.png)
Repository: create-react-app
Issue: why do i get this message in the console when i refresh ``The development server has disconnected. Refresh the page if necessary``
Labels: stale

i was reading from a book on react all i did is use the command create-react-app to followed by the app name  to create the app i used the command ``yarn start`` to run my app i added this code  to my app.js file ``  <div
    className="Example"
    style={{ background: "white", color: "white" }} 
     onClick={() => alert('hello')}>
  </div>``   when i run i get redirected to page on localhost 3000 i have white screen  all  in my console is this message`` [HMR] Waiting for update signal from WDS... `` when i refresh to see the changes i made to app.js file i get this message in the console```  The development server has disconnected.
Refresh the page if necessary.``` and still nothing on the screen how do i fix that 
![Screenshot (51)](https://user-images.githubusercontent.com/74734400/141701818-a80489a3-df6a-4c93-9ac0-6a64d47ce111.png)
Repository: godot
Issue: Godot 4: TileMap layers select is not properly closed in Editor
Labels: bug,topic:editor,topic:2d

### Godot version

v4.0.dev.20211108.official.596865366

### System information

Windows 10 64bit - Vulkan API 1.2.141 - GeForce GTX 1660 SUPER

### Issue description

When you click outside the "Layers select" in TileMap Editor menu, the select is not closed.

Video:


https://user-images.githubusercontent.com/2736557/141701934-ad92ee38-5838-4ca0-993d-d642f6eacef9.mp4



### Steps to reproduce

1. Open the TileMap tab with a TileMap with 2 (or more) layers
2. Click on layers select to open id
3. Click on TileMap tab interface: the select is not closed

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Notebook should have toggle commands for all layout command
Labels: feature-request,notebook-commands

Today, notebooks have Toggle Breadcrumb but only (Show) Outline and (Show) Variables. The latter are unfriendly/destructive because they provide a simple way into a UX change without a simple way out of that
Repository: deno
Issue: Proposal: add permissions to config file
Labels: feat,suggestion

## Context

Currently Deno supports a `deno.jsonc` configuration file which allow users to provide a [configuration file](https://deno.land/manual@v1.16.1/getting_started/configuration_file) that can provide TypeScript compiler options, lint options and format options.

It does not currently support other information that can only be expressed on the command line, while this proposal is what

## Semantics

- When a configuration file is applied and the `"permissions"` section is parsed and the permissions are applied from the `"permissions"` section. Any other flags on the command line are ignored.
- If there are flags on the command line and a config file is being applied, and the config file contains `"permissions"` a warning should be issued to stderr that permissions from the config file are being applied.
- Remote configuration files are supported, but a summary of the permissions is prompted before hand and requires user configuration to continue.
- Keys names match the flags on the command line, and values accept a `true` or `false`. If the key supports a value, these can be either a string delimited the same way on the command line, or an array of strings.
- In situations where a base path is needed for relative paths (for `--allow-read` and `--allow-write`) the config file is used as a base, versus the cwd.

## Examples

An example of a configuration file using permissions:

```jsonc
{
  "permissions": {
    "allow-all": true,
    "allow-env": true,
    "allow-hrtime": false,
    "allow-read": [ ".", "/tmp" ],
    "allow-write": ".",
    "allow-net": "deno.land,nest.land"
  }
}
```

## Considerations / Open Questions

- Having explicit a _section_ of `"permissions"` makes it easier to understand explicitly that these effect the runtime permissions.  It also allows the definition of the semantics of `"permissions"` to evolve independently of the rest of the configuration file, as well as opens an easy opportunity to be able to set permissions on other things in the future, like _tasks_/_scripts_ independent of the top level permissions.
- Having an explicit `allow` in the keys provides a mechanism to introduce `block` in the future (for example `"block-net": "deno.land"`) giving more granular permissions.
- If a remote configuration file is used, and there is no TTY or `--no-prompt`/`--quit` is supplied on the configuration is set, should the process just terminate or just allow the program to run with the supplied permissions?
- For remote config files, using the remote URL as a relative base for `--allow-read` `--allow-write` is not possible.  Does this mean that relative paths just error, or that it defaults to the cwd in those situations?

cc/ @bartlomieju @ry
Repository: rust
Issue: NLL diagnostics should only name lifetimes when there is more than one lifetime in the error.
Labels: A-diagnostics,T-compiler

The nll diagnostics always name the lifetimes (e.g. `1) even when there is only one lifetime.
Assigning a name to something is an extra mental burden, so it would be a lot easier to read if we didnt do that when there is only one lifetime in the error.

There is already a unittest showing the issue:
https://github.com/rust-lang/rust/blob/130b9e9e3b058e76e43788fac67538c064fc8a97/src/test/ui/issues/issue-46983.rs#L1-L6

The current output without NLL enabled (migrate) is:
https://github.com/rust-lang/rust/blob/130b9e9e3b058e76e43788fac67538c064fc8a97/src/test/ui/issues/issue-46983.stderr#L1-L11

The current output with NLL enabled is:
https://github.com/rust-lang/rust/blob/130b9e9e3b058e76e43788fac67538c064fc8a97/src/test/ui/issues/issue-46983.nll.stderr#L1-L10

Ideally the NLL output should look like:
```
error: lifetime may not live long enough
  --> $DIR/issue-46983.rs:2:5
   |
LL | fn foo(x: &u32) -> &'static u32 {
   |           - the lifetime of this reference ...
LL |     &*x
   |     ^^^ ... is required to be `static here due to the function returning 'static

error: aborting due to previous error
```
I'm not really happy with this desired output, but not really sure how to fix it :/
Repository: vscode
Issue: Smoke: Flaky `Search replaces first search result with a replace term`
Labels: debt,search,smoke-test-failure,search-replace

https://monacotools.visualstudio.com/DefaultCollection/Monaco/_build/results?buildId=142831&view=logs&j=306b2268-2a17-5e97-ab97-f41a26dc5206&t=ac333dbf-2cf5-57c7-3dca-c00ab22505d6&l=86

```
1) VSCode Smoke Tests (Electron)
       Search
         replaces first search result with a replace term:
     Error: Timeout: get text content '.search-view .messages .message' after 20 seconds.
      at poll (D:\a\1\s\test\automation\out\code.js:180:19)
      at async Code.waitForTextContent (D:\a\1\s\test\automation\out\code.js:244:16)
      at async Search.waitForResultText (D:\a\1\s\test\automation\out\search.js:91:9)
      at async Context.<anonymous> (out\areas\search\search.test.js:59:13)

```
![VSCode_Smoke_Tests__Electron__Search_replaces_first_search_result_with_a_replace_term](https://user-images.githubusercontent.com/900690/141730943-4110878d-2ff6-42d6-854f-c0c291400f9c.png)
Repository: ant-design
Issue: rowSelection preserveSelectedRowKeys false not work for async pagination data
Labels: 🐛 Bug,Inactive

### 重现链接

https://codesandbox.io/s/tableyi-bu-fen-ye-shu-ju-xuan-zhong-wen-ti-leltq?file=/index.js

### antd 版本

4.17.0-alpha.8

### 重现步骤

1. select the first record on page 1
2. go to page 2
3. back to page 1


### 期望的结果是什么？

the first record is not selected

### 实际的结果是什么？

the first record is selected

### 浏览器

Chrome

### 浏览器版本

_No response_

### 操作系统

MacOS

### 其他

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: create-react-app
Issue: Vulnerability Issues JSON-SCHEMA and JSON-POINTER using react-scripts@5.0.0-next.47+1465357b
Labels: needs triage,issue: bug report

`-- react-scripts@5.0.0-next.47+1465357b invalid: ">=2.1.3" from node_modules/react-app-rewired
  `-- workbox-webpack-plugin@6.3.0
    `-- workbox-build@6.3.0
      `-- @apideck/better-ajv-errors@0.2.6
        `-- json-schema@0.3.0
        
`-- react-scripts@5.0.0-next.47+1465357b invalid: ">=2.1.3" from node_modules/react-app-rewired
  `-- workbox-webpack-plugin@6.3.0
    `-- workbox-build@6.3.0
      `-- @apideck/better-ajv-errors@0.2.6
        `-- jsonpointer@4.1.0
Repository: godot
Issue: Bad collision normal between a circle and a convex polygon
Labels: bug,topic:physics,topic:2d

### Godot version

3.4.stable.official

### System information

Windows 10

### Issue description

Sometimes a collision between a KinematicBody2D with a CircleShape2D and a CollisionPolygon2D gives incorrect collision normals. This happens when the circle collides with a vertex, and the collision normal should point from the vertex to the circle.

#47185 looks like a similar problem but in 3D.

### Steps to reproduce

In the minimal reproduction project there's a KinematicBody2D with a CircleShape2D of radius 50 and a CollisionPolygon2D. The circle moves over the polygon with move_and_collide() as if it was a character walking on a platform in a 2D platformer game. The circle can be controlled with arrow keys, and there's a green arrow on the screen indicating the collision normal.

The problem mostly happens if the movement speed is low, circle radius is high, and the collision happens far away from the origin.

### Minimal reproduction project

[CollisionNormalBug.zip](https://github.com/godotengine/godot/files/7536882/CollisionNormalBug.zip)
Repository: godot
Issue: ProjectSettings.load_resource_pack() Can Not Override Files
Labels: bug,topic:core,needs testing

### Godot version

3.4.stable.official [206ba70f4]

### System information

Windows 10

### Issue description

I am importing different vehicles to my game via .pck files during runtime (by user input).

When a user imports a vehicle for the first time, it works great. I can load the pck and make an instance of one of the scenes in the pck.

When the user imports a second pck, the same vehicle shows up on the screen.

I am using seperate pck files for each vehicle and all the pck files have a scene named vehicle.tscn which is the instanced scene for the vehicle. I am using this to change the player vehicle, not to add multiple vehicles to the game.

### Steps to reproduce

Here is the code responsible for instancing a new vehicle and deleting the old one.


```gdscript
var vehicle_node

func initiate_new_vehicle(file_name):
	if vehicle_node:
		vehicle_node.queue_free()
	vehicle_node = null
	
	var imported_vehicle_scene : PackedScene
	print(ProjectSettings.load_resource_pack("./vehicles/" + file_name + ".pck", true))
	imported_vehicle_scene = ResourceLoader.load("res://vehicles/vehicle.tscn","",true)
	
	vehicle_node = imported_vehicle_scene.instance()
	add_child(vehicle_node)
```

It adds the selected vehicle without a problem for the first time, but if I run this function with a different "file_name" parameter, the same vehicle shows up, not the one the "file_name" points to.
(I've checked if the file_name is correct or not and it looks ok)

### Minimal reproduction project

_No response_
Repository: next.js
Issue: Next internationalized routing allows multiple locales in url path
Labels: Internationalization (i18n)

### What version of Next.js are you using?

11.0.1 and 12.0.0

### What version of Node.js are you using?

14.18.1

### What browser are you using?

Firefox, Chrome

### What operating system are you using?

macOS

### How are you deploying your application?

next dev

### Describe the Bug

When adding internationalized routing to a Next.js app, multiple subpaths redirect to the same route.
If for example I use the "en" locale as the defaultLocale, the following urls route to the same index page:
- `http://localhost:3000`
- `http://localhost:3000/en`
- `http://localhost:3000/en/en`
- `http://localhost:3000/[anyOtherLocaleInNextConfig]/en`

The router object for the `http://localhost:3000/en/en` option looks similar to this:
`{ "pathname": "/", "route": "/", "query": {}, "asPath": "/en", "components": { "/": { "initial": true, "props": { "pageProps": {} } }, "/_app": { "styleSheets": [] } }, "isFallback": false, "basePath": "", "locale": "en", "locales": [ "de", "en", "us" ], "defaultLocale": "en", "isReady": true, "isPreview": false, "isLocaleDomain": false, "events": {} }`

This causes problems when using slugs like `http://localhost:3000/locale/[:slug]` because the second `/en` in the `http://localhost:3000/en/en` url doesn't get detected as a slug. However using any string other than a locale defined in the `next.config.js` works just fine.

I hope this description is comprehensible - I've been banging my head against my desk for the past few days and might have lost one or two braincells.

### Expected Behavior

When using slugs like ` http://localhost:3000/locale/[:slug]`, the second `/en` in `localhost:3000/en/en` should be detected as the slug.

### To Reproduce

1. Setup a test repository using `yarn create next-app --typescript`
2. Add the following i18n config to the `next.config.js`: `i18n: { defaultLocale: "en", locales: ["en", "de", "us"] },`
3. Start the development server using `yarn dev`
4. Visit `http://localhost:3000/en/en`, `http://localhost:3000/en`, `http://localhost:3000` and see the exact same page
5. Add a `[slug]` to the pages folder and create an index file in the `[slug]` folder
6. You can access the page using `http://localhost:3000/en/test` but not using `http://localhost:3000/en/en`, `http://localhost:3000/en/de` or `http://localhost:3000/en/us`
7. You can also acces the page using e.g. `http://localhost:3000/en/en/test` which then redirects to just `http://localhost:3000/en/test`
Repository: pytorch
Issue: [feature request] Provide functional form of scheduler formulas (and reconsider older decisions of not doing it)
Labels: feature,module: optimizer,triaged,needs research,module: LrScheduler

I propose to have publicly-facing functions of closed-form scheduling formulas depending only on input iteration number.

This way people who are having troubles with current LR scheduler design (IMO statefulness (both in fields and in the param groups themselves), problems of overriding learning rates after restoring from checkpoint, inability to handle only specific param groups) can still use the tested formulas and wouldn't need to copy this piece as well.

These formulas are useful also for people doing schedulers for quantities other than LR's.

E.g. that would be `torch.schedulers.polynomial(iteration)` or something like this

This also makes more sense given that optimizers have already gained a functional form as well.

To complement these functions, I propose to create stateless helper functions to work directly with optimizer param groups: setting new values obtained from formulas and getting the last lr. At least, this low-level API should be usable by anyone and will avoid people writing/copying these helpers from scratch.

cc @vincentqb @jbschlosser @albanD
Repository: material-ui
Issue: [icons] Remove unpopular icons?
Labels: discussion,on hold,breaking change,package: icons,v6.x

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

The `@mui/icons-material` package has significantly grown in size in the last few months. Google is adding more icons. in v4, we had around 1.1k icons https://v4.mui.com/components/material-icons/, in v5 we are already at 1.9k icons.
They are many that seem useless: **less is more** and distracting for developers.

Also, more icons put stress on the infrastructure. #12432 is one example, but it also challenges the Netlify build and more. I wonder if it would make sense to remove icons that are low in popularity. 

### Examples 🌈

Who needs this icon? https://fonts.google.com/icons?selected=Material+Icons+Outlined:assignment_returned&icon.query=currency+franc 

<img width="156" alt="Screenshot 2021-11-15 at 15 16 20" src="https://user-images.githubusercontent.com/3165635/141796964-1962adf5-018f-47d6-b90f-5a75770886c3.png">

"nobody"

### Motivation 🔦

https://github.com/mui-org/material-ui/pull/29328#issuecomment-968165315
Repository: storybook
Issue: Addon-interactions: Add demo mode
Labels: feature request,addon: interactions

As a user, I want to be able to see the animated flow of interactions so that I understand the user story

- [ ] UI design (toggle button in toolbar?)
- [ ] Instrumented versions of the interactions that support animations
	- [ ] Typing (already exists)
	- [ ] Mouse movement (prototyped by a Discord user & @yannbf 
- [ ] Ability to run demo mode "fast" in CI
Repository: rust
Issue: Error during the tests for rustdoc-themes (error while loading libtest)
Labels: T-rustdoc,T-bootstrap,C-bug

```
python3 ./x.py test

...
Building stage0 tool lint-docs (x86_64-unknown-linux-gnu)
    Finished release [optimized] target(s) in 1.08s
Building stage0 tool rustbook (x86_64-unknown-linux-gnu)
    Finished release [optimized] target(s) in 0.83s
Rustbook (x86_64-unknown-linux-gnu) - rustc
No nodejs found, skipping "src/test/rustdoc-js-std" tests
No nodejs found, skipping "src/test/rustdoc-js" tests
Building stage0 tool rustdoc-themes (x86_64-unknown-linux-gnu)
    Finished release [optimized] target(s) in 0.40s
/home/abuild/rpmbuild/BUILD/rustc-1.56.1-src/build/x86_64-unknown-linux-gnu/stage1/bin/rustdoc: error while loading shared libraries: libtest-6857bddfa0e4b7bb.so: cannot open shared object file: No such file or directory


command did not execute successfully: "/home/abuild/rpmbuild/BUILD/rustc-1.56.1-src/build/x86_64-unknown-linux-gnu/stage0-tools-bin/rustdoc-themes" "/home/abuild/rpmbuild/BUILD/rustc-1.56.1-src/build/bootstrap/debug/rustdoc" "/home/abuild/rpmbuild/BUILD/rustc-1.56.1-src/src/librustdoc/html/static/css/themes"
expected success, got: exit status: 1
```
Repository: pytorch
Issue: `Delta` not defined in the docs of `HingeEmbeddingLoss`
Labels: module: docs,module: nn,module: loss,triaged,actionable

As per title. See https://pytorch.org/docs/stable/generated/torch.nn.HingeEmbeddingLoss.html

cc @brianjo @mruberry @albanD @jbschlosser @walterddr 
cc @jbschlosser
Repository: opencv
Issue: warpAffine/warpPerspective don't do a proper INTER_AREA
Labels: category: imgproc,RFC

Documentation for both functions does not state that `INTER_AREA` is implemented as `INTER_LINEAR`.

Code in `imgproc/src/imgwarp.cpp` shows this "rewrite" of the interpolation flag in several places.

This substituting behavior should be documented. That ought to be a simple "fix" but somewhat unsatisfying. I would welcome attempts to *implement* `INTER_AREA` for these APIs.

For affine and higher warps, one gaussian blur across the whole input wouldn't be good enough to avoid aliasing... so I would also recommend being explicit about the need for lowpassing in the documentation.

The documentation for these functions lives in/near https://github.com/opencv/opencv/blob/394e640909d5d8edf9c1f578f8216d513373698c/modules/imgproc/include/opencv2/imgproc.hpp#L2369 (exemplary permalink; work with master branch)

I didn't see previous issues/PRs on this, so I guess this hasn't been reported yet. Maybe I'll work on this, or some interested individual snatches it up to get their feet wet :)
Repository: node
Issue: Add a `resume-ci` label to issues?
Labels: build

Hey, not sure if this is the right place to ask (is it?)

There is a `request-ci` label which saves me the hassle of going to jenkins, entering all the details and starting a build for pull requests.

It would be useful to me if there was a similar label for `resume-ci` (when most builds pass but one is flakey or failed due to an unrelated infra issue).

Bonus points if it queues the "resume" even if the build didn't finish yet - but either way would save me time.
Repository: vscode
Issue: CSS: !important completion not as expected
Labels: bug,upstream,emmet,confirmed,upstream-issue-linked

![bug image](https://i.imgur.com/fiMt1Ba.gif)

https://i.imgur.com/fiMt1Ba.gifv

`dn!important` should expand `display: none !important;` and not `dn: important !important;` right?

Also, when i type `dn!` suggestions disappear. When I use backspace once at `dn!` and type '!' again I get the desired suggestion.


I think this is similar to issue [CSS: !important completion is broken #120245](https://github.com/microsoft/vscode/issues/120245)


***
- VS Code Version:
 Version: 1.63.0-insider (user setup)
Commit: 035eaab2cb31798c6ae90a35928c62117cb52fcd
Date: 2021-11-15T05:17:52.250Z
Electron: 13.5.2
Chromium: 91.0.4472.164
Node.js: 14.16.0
V8: 9.1.269.39-electron.0
OS: Windows_NT x64 10.0.19043
Repository: terminal
Issue: Refactor `_GetProposedFont` into a static function
Labels: Help Wanted,Area-Performance,Product-Terminal,Issue-Task,Area-CodeHealth,Priority-2

Ported from MSFT-21254947

> With Dart/OpenConsole!3129098, I instantiate an entire DxEngine just to get the initial size of the control.
>
> Turns out there's only two things that _GetProposedFont really needs from the instance - the dwriteFactory, and the _chainMode. If we make those params, then we could make GetProposedFont a public static function, and not need to instantiate an entire engine (including all the dx resources it needs) just to get the font size.

We should not be spinning up an entire DX Renderer to ask it how big a cell should be.