sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: WidgetSpan doesn't respect its parent constraints
Labels: framework,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-framework,triaged-framework

## Steps to Reproduce
1. Create new Flutter project
2. In main

```dart
class _MyHomePageState extends State<MyHomePage> {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
       body: Container(
           constraints: BoxConstraints(minHeight: 50),
           padding: EdgeInsets.all(10),
           width: double.maxFinite,
           color: Colors.lightBlueAccent,
           child: _createRichText()
       )
    );
  }

  Widget _createRichText() {
    List<InlineSpan> children = [];
    TextSpan textSpan= TextSpan(children: children);

    children.add(TextSpan(text: 'klsdf sdf s dfs ddf sdf sd',
        style: TextStyle(fontSize: 26, color: Colors.black)));

    children.add(WidgetSpan(
      baseline: TextBaseline.ideographic,
      alignment: PlaceholderAlignment.baseline,
      child: Container(height: 40, width: 40, color: Colors.deepOrange,)));

    RichText richText = RichText(
      softWrap: true,
      text: textSpan,
    );
    return richText;
  }
}
```

3. Debug on Windows, (problem also seen on Android) adjust the size of the window so the WidgetSpan will wrap to the next line and none of the TextSpan

## Expected 
The RichText (including the WidgetSpan (orange box)) should be contained within the blue Container parent

## Actual
![image](https://user-images.githubusercontent.com/95013472/182300947-2327dcd4-acf9-4d0c-99b3-23fe2ec71015.png)

The height of the blue parent does not seem to be calculated correctly

## flutter doctor
```
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.0.5, on Microsoft Windows [Version 10.0.22000.795], locale en-GB)
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2022 17.2.6)
[√] Android Studio (version 2021.2)
[√] Connected device (4 available)
[√] HTTP Host Availability

• No issues found!
```
## pubspec.yaml

```yaml
name: fluttertest
description: A new Flutter project.
publish_to: 'none' # Remove this line if you wish to publish to pub.dev
version: 1.0.0+1

environment:
sdk: ">=2.17.6 <3.0.0"

dependencies:
flutter:
sdk: flutter

cupertino_icons: ^1.0.2

dev_dependencies:
flutter_test:
sdk: flutter

flutter_lints: ^2.0.0

flutter:

uses-material-design: true

fonts:
- family: Sarabun
fonts:
- asset: fonts/Sarabun-Regular.ttf
- family: Kanit
fonts:
- asset: fonts/Kanit-Regular.ttf
- family: Mitr
fonts:
- asset: fonts/Mitr-Regular.ttf
- family: Prompt
fonts:
- asset: fonts/Prompt-Regular.ttf

assets:
- assets/
- assets/icons/book.svg
- assets/icons/checklist.svg
- assets/sounds/
```
Repository: godot
Issue: GLES2: Shadows does not render when opening a scene for the first time after opening a project
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v3.4.4.stable.fedora [419e713a2]

### System information

Fedora Linux 36 (Workstation Edition), Vulkan Clustered, GTX 1660

### Issue description

After opening a project and the main scene is automatically opened, the shadows does not render until you switch to another scene tab and back.

This seems to happen with a specific mesh I used, and I cannot reproduce it with any other mesh.


https://user-images.githubusercontent.com/25323231/182309711-4e3e4635-be02-41b5-8638-f166a30e3eab.mp4



### Steps to reproduce

N/A. Can be reproduced even in a newly created project with the specific mesh provided with the minimal repro project.

### Minimal reproduction project

[GLES2 Shadows.zip](https://github.com/godotengine/godot/files/9239671/GLES2.Shadows.zip)

Note about missing texture: reproducible even with the textures.
Repository: godot
Issue: Creating Animation Frames from spritesheet is confusing
Labels: enhancement,topic:editor,usability,topic:animation

### Godot version

3.4.4.stable

### System information

Win 10

### Issue description

I'm brand new to Godot.

When creating an animation, I found several parts of the spritesheet animation setup confusing:

* I dragged a sprite into the SpriteFrames window and it added it as a single frame. I couldn't see anyway to take that single frame and slice it.
* Clicking the grid icon opened a "Open a file" dialog which didn't seem promising either. At this point, I thought Godot didn't have support for sprite slicing.

![image](https://user-images.githubusercontent.com/43559/182314548-6dcb80cd-1290-484b-96bc-4f14e9e6e3b1.png)


Eventually, I tried clicking the grid icon and picking an asset: the "Select Frames" window.

![image](https://user-images.githubusercontent.com/43559/182314639-5e4cf482-3252-4004-a487-4ec37ed95364.png)


* I think the "select/clear all frames" button could be more friendly:
  * "clear" makes me nervous like it's going to delete the horizontal and vertical counts I setup.
  * clicking the button made it clear what it did (although I didn't understand "clear").
  * I expected clicking on a frame would unselect it. At this point I understand the "clear" part of "select/clear all frames".
  * now my expectation was that I could click to specify frames.
  * clicking to deselect frames doesn't work. After more experimentation I can drag from frame 1 to frame 2 to keep frame 1 selected, but unselect frame 2. (Reported as #63811.)

Suggestions:

* Give the "Open a file" dialog a leading title: "Open a spritesheet file" 
* Toggle the text on the "select/clear all frames" button so it says the currently applied action: "select all frames" or "unselect all frames".
* Allow clicking on a single frame to toggle its state.

### Steps to reproduce

1. Empty your mind of how to use Godot.
1. Follow the steps in [Your first 2D game](https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html), but bring your own spritesheet.
2. At the "Creating the player scene" section of the tutorial, drag your spritesheet onto the Animation Frames.
3. Try to puzzle out how to get your spritesheet sliced.

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: Show MB For Updates.
Labels: Idea-Enhancement,Help Wanted,Product-Settings

### Description of the new feature / enhancement

show how much megabytes is that update.


### Scenario when this would be used?

Showing megabytes will help metered connection users like me to decide whether to update or not

### Supporting information

_No response_
Repository: flutter
Issue: Allow enabling custom-devices feature on all channels by default
Labels: tool,c: proposal,P3,team-tool,triaged-tool

Currently enabling the [custom-devices](https://github.com/flutter/flutter/wiki/Using-custom-embedders-with-the-Flutter-CLI) feature will only take effect on master channel: https://github.com/flutter/flutter/blob/9d59532a7bfff421049a3f1e8ee5cd3e9c97682a/packages/flutter_tools/lib/src/features.dart#L192-L199

While I can understand this is to make sure people don't forget it's not a "stable" feature, it's leading to a lot of problems for the users:

The users are often users of custom embedders, like ivi-homescreen, the sony embedder or flutter-pi. Actually toyota seems to be using it quite a lot. In a custom-embedder scenario, you're often using custom engine builds. And because building the flutter engine is a bit resource-intensive, most people are only doing it for stable:
- toyota is only building the engine for stable engine commits: https://github.com/meta-flutter/flutter_embedded/actions/runs/2778835802
- sony is only building the engine for stable: https://github.com/sony/flutter-embedded-linux/releases
- I too, only build for stable: https://github.com/ardera/flutter-engine-binaries-for-arm

So most people actually want to use custom-devices with the stable channel, which the SDK doesn't allow though. This requires weird workarounds, like going into the SDK dir and checking out the stable SDK commit directly, or checking out the remote branch (`origin/stable`).

Basically everytime I introduce the feature to someone I have to tell them to use the workaround. Toyota has a script lying around that does nothing else but patch the SDK sources to make it possible to enable the feature on stable.

I'd like to propose we change that and allow the feature to be enabled on any channel. If you're worried that people perceive it as a "stable" feature, we can add some messages like "(this feature is in alpha right now!)" when enabling it. Or we can just say it's stable now
Repository: godot
Issue: Unpausing a scene causes a PinJoint2D to disconnect
Labels: bug,topic:physics

### Godot version

v4.0.alpha.custom_build [de53e91b8]

### System information

Windows 10

### Issue description

I have a scene that contains a `PinJoint2D`, allowing a `RigidDynamicBody2D` to rotate around a `StaticBody2d`. When I pause the scene and then enable it later (see code below), the `RigidDynamicBody2D` is no longer connected to the `StaticBody2d`, and just falls away.

My expectation is that the `RigidDynamicBody2D` will remain pinned to the `StaticBody2d` and resume rotating.


### Steps to reproduce

To reproduce the issue, play the attached project. Observe that the lever initially rotates around the pin joint for two seconds, then pauses. After two more seconds, the scene is unpaused, and instead of resuming rotation, the lever just falls away from the joint.

Scene tree layout:

![image](https://user-images.githubusercontent.com/82860/182322185-95b35923-9f63-4a05-8c82-17e5ffd8f2f6.png)

Attached script:

```gdscript
extends Node2D

func _ready():
	await get_tree().create_timer(2.0).timeout
	process_mode = Node.PROCESS_MODE_DISABLED
	await get_tree().create_timer(2.0).timeout
	process_mode = Node.PROCESS_MODE_INHERIT
```

### Minimal reproduction project

[Unpaused_Joint2d_Failure.zip](https://github.com/godotengine/godot/files/9240127/Unpaused_Joint2d_Failure.zip)
Repository: rust
Issue: implied bounds from projections in impl header can be unsound
Labels: A-associated-items,P-high,I-unsound,C-bug,S-bug-has-test,T-types,A-implied-bounds,WG-trait-system-refactor

A variant of #98543 that has a different failure path and thus is not fixed by #99217. cc @lcnr

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=da2da1d93c1e2c99c640000a78e9a80f
```rust
trait Trait {
    type Type;
}

impl<T> Trait for T {
    type Type = ();
}

trait Extend<'a, 'b> {
    fn extend(self, s: &'a str) -> &'b str;
}

impl<'a, 'b> Extend<'a, 'b> for <&'b &'a () as Trait>::Type
where
    for<'what, 'ever> &'what &'ever (): Trait,
{
    fn extend(self, s: &'a str) -> &'b str {
        s
    }
}

fn main() {
    let y = <() as Extend<'_, '_>>::extend((), &String::from("Hello World"));
    println!("{}", y);
}
```

@rustbot label C-bug I-unsound T-types A-implied-bounds A-associated-items

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"lcnr"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
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Repository: vscode
Issue: Quick pick: allow to handle middle mouse button specifically
Labels: feature-request,quick-pick

There is a desire in https://github.com/microsoft/vscode/issues/147562 to handle middle mouse button different for recently opened picker, same as when you press modifier key to force open into new window. 

The picker API has `onKeyMods` which is a way for the client of the API to get hold of the modifier keys that were pressed when selecting an item, maybe something similar would be possible for mouse buttons as well:

https://github.com/microsoft/vscode/blob/35ab68698ae4cdb37ed9eeef2e16d78d0aab88c0/src/vs/workbench/browser/actions/windowActions.ts#L146

Interestingly in the quick access API I am dealing with this already, but that is only possible because I have low level access to the quick pick widget and I am not using the `pick` API:

https://github.com/microsoft/vscode/blob/35ab68698ae4cdb37ed9eeef2e16d78d0aab88c0/src/vs/base/parts/quickinput/browser/quickInput.ts#L872
Repository: flutter
Issue: [web] BoxShadow displays differently in iOS Safari vs Desktop Chrome
Labels: engine,platform-web,c: rendering,e: web_html,has reproducible steps,browser: safari-macos,P2,browser: safari-ios,found in release: 3.0,found in release: 3.1,team-web,triaged-web

## Steps to Reproduce

When adding a `BoxShadow` to a `Container`, it displays differently on iOS Safari vs other platforms, as seen in the attached screenshot:

| iOS Safari | Desktop | 
| - | - | 
| <img width="266" alt="image" src="https://user-images.githubusercontent.com/92307423/182339992-996477fe-2c95-4e27-a8e2-e9086356b338.png">| <img width="333" alt="image" src="https://user-images.githubusercontent.com/92307423/182339810-d764ee31-339d-40a6-aca8-6f7079c0eb9c.png"> | 

As seen from the screenshots, the blur on 

**Desktop**:
Macbook Pro 16'

**Mobile**
iPhone 13 Pro Max

<details>
<summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: Scaffold(
        backgroundColor: Colors.black,
        body: Center(
          child: Container(
              width: 19,
              height: 19,
              decoration: BoxDecoration(
                color: Colors.yellow,
                shape: BoxShape.circle,
                boxShadow: [
                  BoxShadow(
                    color: Colors.yellow,
                    spreadRadius: 3.0,
                    blurRadius: 10.0,
                  )
                ],
              ),
            ),
        ),
      ),
    );
  }
}
```

</details>


<details>
<summary>Flutter Doctor</summary>
<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.0.4, on macOS 12.2.1 21D62 darwin-arm, locale en-PT)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 13.4.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] VS Code (version 1.69.0)
[✓] Connected device (2 available)
[✓] HTTP Host Availability

• No issues found!
```

</details>
Repository: PowerToys
Issue: PowerRename
Labels: Idea-Enhancement,Product-PowerRename,Needs-Triage

### Description of the new feature / enhancement

Hello. It would be convenient to be able to put your own name generation template. For example
example 1
**sample:**
 name-[inc number] 
**result**
name - 1
name - 2
name - 3
--------------------
example 2
**sample:**
[date] summer photo-[inc number] 
**result**
01 08 2022  summer photo - 1
02 08 2022  summer photo - 2
02 08 2022  summer photo - 3
--------------------


### Scenario when this would be used?

When creating photo albums. Or product photos.

### Supporting information

_No response_
Repository: PowerToys
Issue: Custom Menus, "pie style" like a surface dial
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Pie Menus are a fundamental feature of many software (see Maya, Blender, ...) and provide easy access to both core features of the program itself and custom shortcuts.

Blender example:
![image](https://user-images.githubusercontent.com/22579965/182353852-c26a2fdd-fed8-4ec7-a08b-c072995184c5.png)

Windows and it's users would benefit a lot from a streamlined pie menu which can be customized per app with macros, scripts, hotkeys and what not.

### Scenario when this would be used?

- Shortcuts for apps that do not support pie menus
- Easy access to windows functionality
- Easily launch programs, scripts, actions and what not

### Supporting information

_No response_
Repository: godot
Issue: im getting errors i dont understand, since alpha12
Labels: topic:rendering,needs testing

### Godot version

4.0 alpha13

### System information

linux

### Issue description

dont really know whats happening but heres a screenshot
![1](https://user-images.githubusercontent.com/95492794/182363759-f7bcb19f-8a36-4de3-bf27-729d4dc41345.jpg)
![2](https://user-images.githubusercontent.com/95492794/182366022-17f602de-9913-4424-8943-23a7f76db2ce.jpg)


### Steps to reproduce

see screenshot

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Improve workflow for applying/previewing fixes
Labels: under-discussion,workspace-edit

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

[WorkspaceEdit](https://code.visualstudio.com/api/references/vscode-api#WorkspaceEdit) is a type in the VS Code API to apply changes to the code. It can be used from a Code Action or from any command (using the [applyEdit](https://code.visualstudio.com/api/references/vscode-api#workspace.applyEdit) function).

The current implementation works well for applying local or obvious code transformations. This is often the case with fixes suggested by linters or mechanical code transformations.

As IDEs and related tools become more advanced, they should be able to suggest more complex code transformations. The transformations may come from a human (e.g. during a code review) or a tool. In that case, it is important to let the developer review the change before applying it:
* The suggested change is not always correct and can require special attention.
* The changes may be complex, modify many locations in a file or in multiple files. The user may accept a subset of the suggested changes.

With our UX team at Google, we have explored solutions to improve the current workflow and give more power to extension developers. As we are using more and more machine learning, we believe it's important to gather additional data (was the suggested change useful?).

Our summary is in this presentation:
**[Apply fixes proposal
](https://docs.google.com/presentation/d/1Zq9Gkt47ZZLwyY2XabyhV7jXR4ighpSF30bIEAUdMbo/edit)**

Of course we can file separate issues to discuss the specific points, but I first wanted to share the big picture.

cc @albertelo
Repository: ant-design
Issue: 在windows系统下，Select的tokenSeparators设置为中文逗号，交互出现错误
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/biao-qian-antd-4-22-3-forked-hwx7hf)

录屏：
https://user-images.githubusercontent.com/82094079/182516582-2ddd2550-3b11-46dd-8dd4-e367f433d3ae.mp4



### Steps to reproduce

1、在select组件中输入111，并输入中文逗号（搜狗输入法）分割，111变为选中态
2、接着输入2，会发现选中态111消失

### What is expected?

当输入2时，111依然是选中态

### What is actually happening?

当输入2是，111消失

| Environment | Info |
| --- | --- |
| antd | 4.22.3 |
| React | 16.14.0 |
| System | windows10 |
| Browser | chrome103.0.5060.134f |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: storybook
Issue: Integration with API-Extractor generated documentation
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
I have several md files generated with API-Extractor library. Each file includes one or more links to other md files since the previously mentioned library produces a full API documentation in markdown.

**Describe the solution you'd like**
I would like to have an addon or a more generic way to integrate easily multiple md files in order to be able to load them from storybook application, possible from just one dedicated story ("Documentation" for instance).

Currently it is possible to load an external md file via import through a mdx file. However in that way we are just adding some content to the mdx story definition and we do not actually have a kind of a standalone md viewer.

**Are you able to assist to bring the feature to reality?**
Sadly i won't be able to fully assist but i can give more info whether required
Repository: rust
Issue: rustc_const_eval::util contains some code that does not belong there
Labels: C-cleanup

The `rustc_const_eval::util` module consists of functions that are never used inside rustc_const_eval, nor do they need any other part of this crate, so these are at the wrong location -- looks like a mistake that was introduced when rustc_mir was [split up](https://github.com/rust-lang/rust/pull/80522) a while ago, and/or as part of the later split of rustc_mir_transform.

Cc @rust-lang/wg-const-eval @cjgillot 
Any suggestions for where this code belongs instead? Some of these are exclusively used by rustc_mir_transform, so they could go there. Some are also used by rustc_borrowck, so I am not sure what the best location is for them. I just know `rustc_const_eval` is definitely wrong. :)
Repository: go
Issue: proposal: testing: Listing the topN most time-consuming test cases as the last output
Labels: Proposal

Every so often our team members have to check all the test cases to find the most time-consuming ones. Those time-consuming ones are generally badly designed and should not be left there, since they slow down our team's ability to move faster.
I personally believe that `go test` should be smart enough to list the **top 10** most time-consuming test cases so that we don't have to look through the whole output( which is too long to read).
It's a tiny change that can make a lot of people's life easier.
Repository: electron
Issue: [Bug]: Window moving when custom scaling is set
Labels: bug :beetle:

### 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

19.0.8

### What operating system are you using?

Windows

### Operating System Version

Windows 11 21H2

### What arch are you using?

x64

### Last Known Working Electron version

_No response_

### Expected Behavior

Steady Application window.

### Actual Behavior

When typing in the ueli window when custom scaling is set, every keystroke moves the window up left diagonally by one pixel. I have experienced this with a scaling of 110%, but other users have had it with other values set. When using fixed system values like 125%, the issue does not seem to appear.

### Testcase Gist URL

_No response_

### Additional Information

This bug was forwarded from an issue that appeared in ueli: https://github.com/oliverschwendener/ueli/issues/515
It has appeared to me myself and also to other users of ueli, and as @oliverschwendener has pointed out, it appears to be an electron bug that has not been reported yet.