sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: [Feature Request] New command-line argument to filter extractors.
Labels: request

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## Checklist

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## Description

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Would be nice if we could improve loading times by filtering the extractors that would be checked.
```
youtube-dl --extractors youtube url
youtube-dl --extractors youtube,soundcloud url
```
Often enough i would guess people know which service they are using! Extractor checking can take a lot of time on low powered devices. This would remove the need to make a custom build for a lot of usecases.
Repository: flutter
Issue: [proposal] buttonTheme in ThemeData should be deprecated
Labels: framework,f: material design,c: proposal,team-design,triaged-design

As of current Flutter 2.0 `FlatButton` and `RaisedButton` has been deprecated in favour of `TextButton` and `ElevatedButton`.

As well, developers who are providing their own `ThemeData` should now use `TextButtonThemeData` and `ElevatedButtonThemeData` instead of `ButtonThemeData`.

However there's no indication of that in the `ThemeData` file.

My suggestion is to add the `@Deprecated` annotation to the following line:
https://github.com/flutter/flutter/blob/a0ba6464089f906fefbf610732b2c9a7b66a1260/packages/flutter/lib/src/material/theme_data.dart#L934

As well as in the copyWith method:
https://github.com/flutter/flutter/blob/a0ba6464089f906fefbf610732b2c9a7b66a1260/packages/flutter/lib/src/material/theme_data.dart#L1254

Explaining the developers that they should be using `textButtonThemeData`, `elevatedButtonThemeData`, etc.

This will avoid issues like reported here: https://github.com/flutter/flutter/issues/74311
Repository: TypeScript
Issue: Fold git conflict sections
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
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## 🔍 Search Terms
editor, fild, git, diff
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  Replace the text below:
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## ✅ 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:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Provide code span for git conflict sections, both of current and incoming.

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
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```ts
...
===
fold here
===
fold here too
===
...
```

## 💻 Use Cases

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  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
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Repository: PowerToys
Issue: [KBM] Remap a key without effecting remap shortcut
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager

## 📝 Provide a description of the new feature

I am a programmer and I use a swedish keyboard. That means that things like {} and [] use combination altgr + 7-9, kind of awkward. I have it remapped to use different combinations of caps-lock with shift, ctrl and alt. The problem is that sometimes I manage to turn on caps-lock mode, something I don't like at all. If I remap caps lock to something else, like none, all the short cut remaps stop working. So I would like to keep caps-lock for the shortcuts but not for the simple keypress.

--- 

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: PowerToys
Issue: [PowerToys Run] Add favicons from website url
Labels: Idea-Enhancement,Run-Plugin

## 📝 Provide a description of the new feature

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_

When searching for a web url in PowerToys Run, it would be better to display the website icon than the browser icon. That way people can see if they make a typo and possibly save them from a dangerous website.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: godot
Issue: Reparenting a node from a CanvasLayer to a CanvasItem derived node while also having another CanvasItem derived node as a sibling causes unexpected render order issues
Labels: bug,topic:rendering,topic:2d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
v3.2.3.stable.official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
![image](https://user-images.githubusercontent.com/28541089/110313731-c183e780-7ffe-11eb-840e-e915e902b969.png)
Sprite2 gets rendered below Sprite1 despite their order in the scene tree suggesting the opposite should happen. If I reconstruct this scene locally instead of at runtime it works fine. If I change the `Control` node or the `Node2D` node to any other `CanvasItem`-derived node it doesn't work as well. If I put the `Control` node as a child of the `Node2D` or `CanvasLayer` nodes it works fine

**Steps to reproduce:**
Steps 1-5 are done in the editor, step 6 onwards are done in `_ready()`
1. Create a new scene with a blank `Node` as its root
2. Add a `CanvasItem`-derived node to the scene (`Control` or `Node2D`)
3. Add another `CanvasItem`-derived node to the scene
4. Add a `CanvasLayer` node to the scene
5. Add two sprites as a child of the `CanvasLayer` node
6. At runtime, make `Sprite1` a child of one of the `CanvasItem`-derived nodes **(using `call_deferred`)**
7. `yield_get_tree().create_timer(time_sec), "timeout")` where time_sec is any number (including `0`)
8. Make `Sprite2` a child of the same `CanvasItem`-derived node **(using `call_deferred`)**

This is what it looks like at the very end:
![image](https://user-images.githubusercontent.com/28541089/110314926-694de500-8000-11eb-95b2-6665d1f15de4.png)

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[test.zip](https://github.com/godotengine/godot/files/6100991/test.zip)
Repository: godot
Issue: Make Local doesn't unlock groups until scene reload
Labels: bug,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.4 rc3

**Steps to reproduce:**
1. Create 2 scenes (let's say A and B)
2. Add root node of scene B to a group
3. Instance scene B in scene A
4. You can't remove the group from instance -> this is expected
5. Right-click the B instance and press Make Local
6. You still can't remove the group
7. Need to reload the scene
Repository: react-native
Issue: Problem with lineHeight in TextInput
Labels: Issue: Author Provided Repro,Component: TextInput,Needs: Issue Manager Attention

Hi! 👋

I found some bug with TextInput. 
When i change the lineHeight props for my custom - three dots at the end of the TextInput when the text is too long disappears.
react-native: "0.63.4"

<img width="797" alt="Zrzut ekranu 2021-03-8 o 16 35 13" src="https://user-images.githubusercontent.com/32631733/110343073-679a1680-802c-11eb-9cab-624d85e1f70f.png">
Repository: flutter
Issue: Expand Flutter SDK document macro comments via an extra CI/CD roll
Labels: c: new feature,framework,d: api docs,a: quality,c: proposal,P3,team-framework,triaged-framework

## Use case

The increased usage of macros in Flutter SDK documentation comments are decreasing their usability and degrading the developer experience since it is no longer possible to directly find most of the classes property document comments when drilling into code or when reading the code on GitHub. In some cases, the entire documentation comment is located elsewhere:

```dart
  /// {@macro flutter.widgets.editableText.strutStyle}
  final StrutStyle? strutStyle;

  /// {@macro flutter.widgets.editableText.textAlign}
  final TextAlign? textAlign;

  /// {@macro flutter.widgets.editableText.textDirection}
  final TextDirection? textDirection;

```
In other cases, a segment of the documentation is located elsewhere (i.e., {@macro flutter.widgets.State.initState})

```dart
  /// Called whenever the widget configuration changes.
  ///
  /// If the parent widget rebuilds and request that this location in the tree
  /// update to display a new widget with the same [runtimeType] and
  /// [Widget.key], the framework will update the [widget] property of this
  /// [State] object to refer to the new widget and then call this method
  /// with the previous widget as an argument.
  ///
  /// Override this method to respond when the [widget] changes (e.g., to start
  /// implicit animations).
  ///
  /// The framework always calls [build] after calling [didUpdateWidget], which
  /// means any calls to [setState] in [didUpdateWidget] are redundant.
  ///
  /// {@macro flutter.widgets.State.initState} 
  ///
  /// If you override this, make sure your method starts with a call to
  /// super.didUpdateWidget(oldWidget).
  @mustCallSuper
  @protected
  void didUpdateWidget(covariant T oldWidget) { }
```

The main pain point above is having to manually search for the definition in a project that's not part of the workspace.

More background and info on this topic is available in the dart-lang repo here: https://github.com/dart-lang/sdk/issues/45234
Where IDE tooling to enable clicking into macro's from the IDE and/or the IDE expanding the macros in the IDE automatically is proposed.

## Proposal

Having the above features in the main Flutter IDE's is certainly a welcome addition. However, and **another totally IDE and usage agnostic approach**, would be if it would be possible to add an extra CI/CD roll that would expand the macros in the final committed code, as suggested in this comment: https://github.com/dart-lang/sdk/issues/45234#issuecomment-792695821

## Background

This proposal is opened here based on the suggestion from the Dart team to add this to the Flutter repo here:
https://github.com/dart-lang/sdk/issues/45234#issuecomment-792838826
Repository: godot
Issue: start() in AnimationStateMachinePlayback doesn't instantly start playback, and instead is delayed
Labels: documentation,topic:animation

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:** 3.2


**OS/device including version:** Windows 10


**Issue description:**
AnimationStateMachinePlayback's (https://github.com/godotengine/godot/blob/master/scene/animation/animation_node_state_machine.cpp) start function requests an animation change rather than actually changing it, this means its left for process to pickup, which will only do it next frame, which defeats most of the utility of being able to instantly start an animation, then have it travel somewhere else, especially since the travel will overwrite the start request.

Relevant lines are 143 (start function), 289 (process) and 330, which is what the start command does on process, which could be moved into the actual start function.

**Steps to reproduce:**
1. Add a hierarchy of any node, then an animationplayer, then an animationtree with a statemachine node with two nodes, NodeA and NodeB, with NodeA set to autostart.
2. Add the following code:
```gdscript
	animState.start("NodeB")
	print("On: " + animState.get_current_node() + str(animState.is_playing()))
        #On: NodeAFalse (Should return On: NodeBTrue)
 ```
Repository: pytorch
Issue: Improve memory format testing
Labels: module: tests,triaged,module: memory format

https://github.com/pytorch/pytorch/pull/52065 regressed memory format support for `upsample_nearest3d` but it wasn't noticed by the test suite, which means that our testing is currently insufficient.

cc @mruberry @VitalyFedyunin @walterddr @jamesr66a @ppwwyyxx
Repository: rust
Issue: Join does not work on borrowed Strings
Labels: A-diagnostics,T-libs-api,D-newcomer-roadblock,D-terse

<!--
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.
-->

I tried this code:

```rust
let errors = vec![&String::from("hi"), &String::from("world")];
let combined = errors.join(" ");
```

(This is a contrived example, of course, what I was really doing was borrowing from inside a parsed data structure, which led to the &Strings).

I expected to see this happen: the strings to join together,  just as if they were &str or String

Instead, this happened: I received the following error

```
error[E0599]: the method `join` exists for struct `Vec<&std::string::String>`, but its trait bounds were not satisfied
   --> src/main.rs:103:35
    |
103 |             let combined = errors.join(" ; ");
    |                                   ^^^^ method cannot be called on `Vec<&std::string::String>` due to unsatisfied trait bounds
    |
    = note: the following trait bounds were not satisfied:
            `<[&std::string::String] as Join<_>>::Output = _`
```
(Which took me a good while to work out what I needed to do even looking at the source code for Join and such, as this was extremely opaque to someone fairly new to Rust).



### 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`:
```
rustc 1.52.0-nightly (35dbef235 2021-03-02)
binary: rustc
commit-hash: 35dbef235048f9a2939dc20effe083ca483c37ff
commit-date: 2021-03-02
host: x86_64-apple-darwin
release: 1.52.0-nightly
LLVM version: 11.0.1
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
error[E0599]: the method `join` exists for struct `Vec<&std::string::String>`, but its trait bounds were not satisfied
   --> src/main.rs:103:35
    |
103 |             let combined = errors.join(" ; ");
    |                                   ^^^^ method cannot be called on `Vec<&std::string::String>` due to unsatisfied trait bounds
    |
    = note: the following trait bounds were not satisfied:
            `<[&std::string::String] as Join<_>>::Output = _`
```
</p>
</details>
Repository: TypeScript
Issue: Interface stop working after passing an optional function attribute
Labels: Bug

# Bug Report

### 🕗 Version & Regression Information

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- This is the behavior in every version I tried.

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?#code/JYOwLgpgTgZghgYwgAgPIAczAPYgM4A8AyhADYzIQAekIAJnmpjvsWTAHwfIDeAsAChkw5HDBgoARgBcyAEoQE2KHQJ4JoAOYAaZCACupUhwDcgkaPFQATLIDWEAJ7YKJcgG0ARGImTPAXTMhER8oAGYAflkACjgoTVk4EEcASmQAXm4kxyCAX0FBGH0QBCxcZEh1AgAVShoIekYMMtZqrmjsZlw8WWq0-mDhKAgwfSgQZE6WvEF8gUFKsGiBi1CZXnMLENkDI21N4Vz9wcsJW2RvT10AemvkAAtoFABJZE1sMArHuvRFSDpRPowNgALRKAC26FIIxYD1AnySALA3zAjl+yGAjAABnAsQA6WYpIILCDqZYHU5SWQrLbCOA7QykY4WI4U0LnS43O6PYZfFCo9GY5BYkAQABu0CxonoomQ6Cg2AARtDwRjGAg4Po8BA6GyrGEYnFNGlMqJ4sdckSgA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
interface Options<Self extends Options<Self>> {
    attr1: Record<string, null>;
    attr2: keyof Self["attr1"];
    attr3?: (arg: any) => any;
}

function test<T extends Options<T>>(options: T) {
    return options
}

test({
    attr1: {
        a: null,
    },
    attr2: "a", // here I got the expected auto-completion hint and the type is `a`.
});

test({
    attr1: {
        a: null,
    },
    attr2: "a", // here the type is `never` and a problem is caused
    attr3: (arg) => arg,
});
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->

### 🙂 Expected behavior

<!-- What you expected to happen instead, and why -->
Repository: go
Issue: strings: document properties of EqualFold
Labels: Documentation,NeedsDecision

It is unclear whether [`EqualFold`](https://golang.org/pkg/strings/#EqualFold) implements some common operation defined in the Unicode standard. If so we should document what that is and reference it. It is also unclear what properties of `EqualFold` are guaranteed. Is it safe to assume that `EqualFold` holds to the same relations that one would expect from equality?
* Reflexive: `strings.EqualFold(a, a)`?
* Symmetric: `strings.EqualFold(a, b)` == `strings.EqualFold(b, a)`?
* Transitive: if `strings.EqualFold(a, b)` && `strings.EqualFold(b, c)`, then `strings.EqualFold(a, c)`?

Similar documentation should be made on `bytes.EqualFold`
Repository: kubernetes
Issue: client-go fake client difficult to use with apply
Labels: kind/bug,sig/api-machinery,lifecycle/rotten,wg/api-expression,triage/accepted

#### What happened:

In PR https://github.com/kubernetes/kubernetes/pull/99462 we migrated the cluster-role-aggregator controller to apply. The controller's unit tests use the client-go fake, which works great for update, but for apply, required adding a custom reactor to handle the apply request because, without any reactors, the fake client returns a "PatchType not supported" error (https://github.com/kubernetes/kubernetes/blob/71764b1309348f7e0a6d16f736834197b8a25d44/staging/src/k8s.io/client-go/testing/fixture.go#L182)[.

#### What you expected to happen:

There are a couple possible things we could do:

- Return a better error that explains that apply testing using the fake client requires registering a reactor (see the example in https://github.com/kubernetes/kubernetes/pull/99462)
- Add better `reactor` support so it's easier to mock out the apply request handling.
- Find a way to add support apply requests to the fake client. Is this feasible? The logic implementing server-side apply is in the apiserver (see https://github.com/kubernetes/kubernetes/tree/master/staging/src/k8s.io/apiserver/pkg/endpoints/handlers/fieldmanager), and if we're going to have the fake client execute apply logic, it should be the correct logic (a fake client that approximates the server-side apply logic would be counterproductive).

#### How to reproduce it (as minimally and precisely as possible):

Call apply using a client-go fake client.
Repository: pytorch
Issue: [FX] Ability to wrap functions in other modules for symbolic tracing
Labels: triaged,module: fx

## 🚀 Feature

It is not currently possible to trace an imported function that requires function wrapping:

`mod.py`
```python
import torch
def f(x):
    return len(x)
```

`main.py`
```python
import torch
import torch.fx

torch.fx.wrap('len')

from mod import f

x = torch.randn(3, 4)
print(f(x))

def g(x):
    return len(x)

g_fx = torch.fx.symbolic_trace(g)
print(g_fx)

f_fx = torch.fx.symbolic_trace(f)
print(f_fx)
```
gives
```
3
g()

def forward(self, x):
    len_1 = len(x);  x = None
    return len_1
    
    raise RuntimeError("'len' is not supported in symbolic tracing by default. If you want "
RuntimeError: 'len' is not supported in symbolic tracing by default. If you want this call to be recorded, please call torch.fx.wrap('len') at module scope
```

## Motivation

FX transforms may sometimes require a graph that does not treat functions or modules that are imported as leaf nodes — for example, an optimization transform that does operator fusion may need to access the internal graph of some library function that happens to use `math.sqrt`, for example.

## Pitch

Either extending `torch.fx.wrap` to handle this case automatically, or providing a way to ask it to wrap for a function or module:
```
torch.fx.wrap('len', for_function=f)
```

## Alternatives

This works:
```python
exec("import torch.fx; torch.fx.wrap('len')", f.__globals__)

f_fx = torch.fx.symbolic_trace(f)
print(f_fx)
```
gives
```
f()

def forward(self, x):
    len_1 = len(x);  x = None
    return len_1
```
and may provide a starting point for implementing this feature.


cc @ezyang @SherlockNoMad
Repository: deno
Issue: Add `--watch` flag to `deno check`
Labels: feat,cli,--watch

Hello 👋 

I am hoping to request the ability to have something like `tsc --watch`. A method to be able to monitor all your files code to see if it would compile. Relying on an editor to tell you warnings only shows warnings in files you have open. 

This is extremely useful in development and does not require having to continue `deno run` just to have it crash with errors so you can fix those and then run again just to crash again.

Use Case: Monitor that can easily show whether your code will or will not compile!

Thank you