sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Cache and restore window size/position when opening
Labels: feature-request,workbench-window,keep

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Version: 1.74.2 (user setup)
Commit: e8a3071ea4344d9d48ef8a4df2c097372b0c5161
Date: 2022-12-20T10:29:14.590Z
Electron: 19.1.8
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Windows_NT x64 10.0.22621 (Win 11)
Monitor: 4K at 100%
Sandboxed: No

Current workflow:
I noticed on a larger monitor when I open a second project, the window sizing and position is not saved on the secondary project.  VS Code bring ups every project after one is already open in the standard sizing and position in the OS.

![image](https://user-images.githubusercontent.com/3281599/210820560-e2891e80-a836-4567-85da-fb68a47c4133.png)

Updated workflow:
Provide an option in settings to allow window position and sizing caching for every project window so if you have more than one project open, they will re-open at the same position and sizing as previously used on your system.
Repository: godot
Issue: 3.5x does not display scene file information on embedded shader faults and cannot find shader code in scene files
Labels: enhancement,topic:editor,topic:shaders

### Godot version

3.5.1 stable

### System information

Linux

### Issue description

I upgraded from 3.4.4 to 3.5 and on starting got the following error a number of times. I appreciate this is a fault in my shader and not a 3.5 issue.

> Godot Engine v3.5.1.stable.official (c) 2007-2022 Juan Linietsky, Ariel Manzur & Godot Contributors.
> --- GDScript language server started ---
> Add AutoLoad
> Switch Scene Tab
>     1 | shader_type canvas_item;
>     2 | 
> E   3-> uniform float offset = 1f;
>     4 | 
>  :3 - Invalid (float) numeric constant


However, this is a shader inside a scene file (which is how most people use shaders I imagine, but that's beside the point).

The code provided no information on the scene file at fault so I was literally in the dark regarding which of my 300 scene files was at fault. In addition, there is no ability to search for shader code in Godot unless it is within an external file.

In the end I use VSCode to find the text. So two faults (possibly item 2 is a 'feature' request, so happy to remove):

1. When displaying errors with shaders, Godot should include the tscn file it found the fault
2. There is no ability in Godot to search for shader code, you can only search if it is in external file

btw, it also dumps the entire shader code, so if there's 1000 lines of shader it shows 1000 lines in the output. When there is a normal code fault it only shows the normal minimum lines required.


### Steps to reproduce

As above, simply have a tscn file with invalid shader and load project


### Minimal reproduction project

I can provide, but I don't think it is required...
Repository: create-react-app
Issue: High Vulnerability - nth-check Regular Expression Denial of Service (ReDoS)
Labels: needs triage,issue: bug report

react-scripts dependency package used nth-check@1.0.2 which is having high Vulnerability. But nth-check upgraded version has no vulnerability. 
So please check the possibility to fix this vulnerability.

**Path:**
react-scripts@5.0.1 › @svgr/webpack@5.5.0 › @svgr/plugin-svgo@5.5.0 › svgo@1.3.2 › css-select@2.1.0 › nth-check@1.0.2

![image](https://user-images.githubusercontent.com/30386760/210824699-ec93bff7-4756-4c69-a680-96e18633f4da.png)
Repository: flutter
Issue: Confusing [Flex] documentation needs rewritten.
Labels: framework,d: api docs,a: quality,P2,team-framework,triaged-framework

### Issue
It's probable that people who are turning to the documentation in order to try to understand rows, columns and why they're getting a RenderFlex error have been doing Flutter for less than a week. Currently, when they turn to the docs for help, they end up more confused than they started because they don't understand many terms; from [Flex] and [FlexFit.tight], to constraints and extent. 

- Per team members, the documentation for the [Flex] and its algorithm probably haven't been touched since Alpha. 
- It was originally written by engineers on the team, for engineers on the team, assuming the intended audience would understand all the terms utilized.
- The intended audience has changed from experienced Flutter engineers to members of the general public who are so new they don't understand what a [Flex] is, let alone all of the other associated terms and the layout algorithm.
- It's littered with terms from the SDK that confuse beginners who turn to the docs in to learn how basic rows and columns are laid out.

The docs for [Flex] (and subsequently [Row] and [Column]) need to be rewritten in a way that is understandable to someone who is trying to familiarize themselves with something as simple as a row or column, meaning someone who has been working with Flutter for less than one week.

### Proposed Solution
- Rewrite the docs in a way that allows someone who understands very little about Flutter to grasp the general idea of how the layout algorithm works, and the associated terms.
- This will require changing the style this small part of the documentation is approached with.
  - Flutter's documentation is already great because it's worded in a manner that is much closer to plain English than engineering docs.
  - Making this part of the docs understandable for beginners who have backgrounds ranging from web to .NET will require taking this approach even further. Quote: _"It's going to have to be more like an easy reader for teens than engineering documentation."_
  - Also, we might want to tweak the wording of the common RenderFlex error slightly, to make it more understandable to those new to Flutter. This is part of the explanation when a user gets the error, "_RenderFlex children have non-zero flex but incoming ______ constraints are unbounded"_:
      > When a $identity is in a parent that does not provide a finite $dimension constraint, for example if it is in a $axis scrollable, it will try to shrink-wrap its children along the $axis axis.

The problem with the above line is that the RenderFlex does not have to be in a scrollable for the user to get this error. It can occur in many places where there is no main axis constraint being passed to the Flex. A proposed change for this is:
> When a $identity is in a parent that does not limit the size of the $identity in the main axis (in this case the $dimension axis), it will try to shrink-wrap its children along the $axis axis.

The draft PR is #118044, all constructive feedback is appreciated.
Repository: vscode
Issue: "Customize layout" UI is very confusing
Labels: under-discussion,layout

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<!-- Describe the feature you'd like. -->

## Issues

![image](https://user-images.githubusercontent.com/317498/210832475-bbde1ea3-ae0e-40e7-bba0-4996e03fce19.png)

### 1. Same UI elem used for *toggles* and *radio buttons*

* Panel alignment ☑️ is a **radio button**
* Modes ☑️ is a **toggle**

The same UI element should not be used for both types of input, it is very confusing.

### 2. Modes are not modal (combined with above)

In editors as elsewhere, modes are typically **modal**, i.e. only one can be active at a time. Examples:

* In vi, you are in "normal" mode or "insert" mode, not both at once
* In user interface design, a "modal interface" is one that **completely replaces one UI with another**, thereby changing the "mode" of the software or interface

Fixing issue (1) above may be adequate to fix this, but I'd suggest moving away from the term "mode" to describe editor settings that can be enabled independently & simultaneously.

### 3. Status is **hidden** for some items

In the example above, secondary sidebar is marked "not visible" & panel is marked "visible" but there's **no way to tell the difference via visual offset**. One must hover over each item to determine what state it's in.

## Total effect

The combined effect of these issues is that the customize layout UI is completely bewildering. I can't figure out what's enabled or disabled, whether selecting an option will unselect the other options in that category is totally unpredictable, and things that should be mutually exclusive (editor "modes") are in fact independently toggle-able settings.
Repository: rust
Issue: Exponential compile time for linear amount of "simple" trait bounds
Labels: I-compiletime,C-bug,requires-nightly,F-generic_const_exprs,requires-incomplete-features

<!--
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:

https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=118ed704fee0b6c3337d9ba7ee38defb

I expected to see this happen: The code should compile successfully, ideally with all the trait bounds or at least more than the current maximum for the playground (from my testing it was killed when going from 8 to 9).
I would especially expect a linear runtime in this particular case since all the trait bounds can "trivially" be checked on their own.

Disclaimer: I could not reproduce this without the feature `generic_const_exprs` enabled.

Instead, this happened: With 9 bounds on the trait the playground kills the compiler, with all of the trait bounds the compiler reaches a maximum recursion depth.

### 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.
-->

Nightly version of the playground:
```
Build using the Nightly version: 1.68.0-nightly

(2023-01-03 c7572670a1302f5c7e24)
```
</details>
Repository: flutter
Issue: [flutter_markdown][proposal]: Add text selection controls support to Markdown widget 
Labels: c: new feature,package,c: proposal,team-ecosystem,P3,p: flutter_markdown,triaged-ecosystem

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## Use case
- While selectable is set to true on the markdown widget, creating custom Text selection controls is inhevitable where is inhevitable where necessary.
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## Proposal
Text selection controls support to Markdown widget .An Optional delegate for building the text selection handles and toolbar.

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Repository: ant-design
Issue: Date picker, Range picker inline mode
Labels: 💡 Feature Request,Inactive

### What problem does this feature solve?

This feature will allow us to show DatePicker components (Default, Week, Month, Year, Range, Range Time, Range Week, Range, Month, Range Year) in inline mode similar to what NgZorro is doing already: https://ng.ant.design/components/date-picker/en#components-date-picker-demo-inline :
![image](https://user-images.githubusercontent.com/4083652/210846649-edbe91e5-8aca-498f-a75f-9e5677530021.png)


If will be very handy, for example, when building a responsive DatePicker.RangePicker. As we already know, the RangePicker is not responsive. A solution is to show a Modal or Drawer on mobile when you want to pick the dates. In that modal we can show the RangePicker in `inline={true}` mode and maybe style it a bit.

### What does the proposed API look like?

```
<DatePicker inline={true} />
<DatePicker.RangePicker inline={true} />
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: x/build/cmd/watchflakes: don't reopen closed issues
Labels: Builders,NeedsFix

I've recently encountered several instances where watchflakes reopens closed issues, due to a test flake at a commit that actually precedes the fix (example https://go.dev/issue/57512#issuecomment-1371430442).

Watchflakes shouldn't reopen the issue in these cases. Posting to the issue seems fine, but perhaps with a message "not reopening as commit precedes the issue closure".

CC @rsc @cherrymui @bcmills
Repository: vscode
Issue: Remote IPC layer improvements
Labels: perf,remote,file-io

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From https://github.com/microsoft/vscode/issues/169433:

- From @alexdima: In order to utilise the available bandwidth, I think the IPC layer needs to either expose the underlying's socket drain events, write buffer size, etc. or maybe we can support returning a Stream or Promise<Stream> natively in the IPC layer and do the right thing internally to align the writing speed with the TCP/IP socket writing speed, all while allowing other IPC messages to go through.
- From @bpasero: Actually in the beginning we had a model where the client would pull the data from the server but then for speed optimization I changed to our current model to reduce the overhead of communication for large files. This means the throughput is higher but the pressure on the client is also larger.
- From @connor4312: Having recently dealt extensively with this when implementing Basis' host relay (which leverages SSH under the hood), you could also look at a traffic management mechanism similar to what SSH does with its channels.
     - SSH multiplexes multiple channels over a single connection. For each channel, each party has a receive window, whose initial size and and updates to the size are announced to the other side. Senders must not sent more bytes than what it knows a receiver window can handle, and must wait for the receiver to announce a larger window before sending any more data to the channel.
     - Getting the sizing and adjustments right can be tricky--e.g. the receiver usually wants to adjust the receive window when some proportion of it has been used up, and would need to do so in an appropriately prioritizing way--but something like that could accomplish what you're after.
     - Further reading: https://www.rfc-editor.org/rfc/rfc4254#section-5.2
Repository: godot
Issue: A strange bar appears when using a viewport with pixel art
Labels: topic:rendering,needs testing,topic:2d

### Godot version

4.0-beta10.mono

### System information

Windows 11, Ryzen 3700U Vega 10 iGPU

### Issue description

When using a viewport container for pixel art, a strange black band appears at the bottom of the game if borderless mode is used.

### Steps to reproduce

- Open the attached project
- Build it with a mono version of Godot
- Run it

### Minimal reproduction project

[flappy-bird.zip](https://github.com/godotengine/godot/files/10354585/flappy-bird.zip)
Repository: electron
Issue: [Feature Request]: `webContents.startDrag()` should return the path to the drop location in local filesystem
Labels: enhancement :sparkles:

### 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 feature request that matches the one I want to file, without success.

### Problem Description

Hi Electron team! I'm working on a remote file explorer app in Electron and would like to be able to drag these files into the local filesystem. However `webContents.startDrag()` only works for local files that already exist, and when trying to implement a workaround we aren't given any knowledge of what the final drop location/path is on the file's dragend event.

### Proposed Solution

I can easily implement a solution to my problem as long as the dropped folder's path is exposed.

### Alternatives Considered

Related issue but hasn't had a response in over a year: https://github.com/electron/electron/issues/11691 

### Additional Information

_No response_
Repository: rust
Issue: Suggest .unwrap() if an Ok(T) would satisfy a trait bound for a Result
Labels: A-diagnostics,T-compiler

<!--
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along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
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Given the following code: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=392c19dc37977bcacdcad6b4f47d9c4e

```rust
use anyhow::Error;

trait T {}
struct S {}
impl T for S {}

fn foo(_: impl T) {}

fn main() {
    let r: Result<S, Error> = Ok(S {});
    foo(r);
}
```

The current output is:

```
error[[E0277]](https://doc.rust-lang.org/nightly/error-index.html#E0277): the trait bound `Result<S, anyhow::Error>: T` is not satisfied
  --> src/main.rs:11:9
   |
11 |     foo(r);
   |     --- ^ the trait `T` is not implemented for `Result<S, anyhow::Error>`
   |     |
   |     required by a bound introduced by this call
   |
   = help: the trait `T` is implemented for `S`
note: required by a bound in `foo`
  --> src/main.rs:7:16
   |
7  | fn foo(_: impl T) {}
   |                ^ required by this bound in `foo`

For more information about this error, try `rustc --explain E0277`.
```

Ideally the output would include a suggestion to use `r.unwrap()` if `Ok(r)` would satisfy the trait bound.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Shortcut for applying several styles inline
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Organizing prompts can become very difficult, and applying and modifying multiples styles can get extremly mess very quickly. I propose that we expend the functionality of `{prompt}` to allow for any saved style to be applied: 

![image](https://user-images.githubusercontent.com/33789207/210879593-eac020c9-b4c6-42cb-8cbc-f623be056b77.png)


### Proposed workflow

1. Save styles you like.
2. Apply styles using curly braces `{style1}, {style2}`
3. Apply weights if you desire `( {style1}:1.2), ( {style2}:0.8)`

### Additional information

_No response_
Repository: excalidraw
Issue: Remove component rendering from Action objects
Labels: internals

We should separate action logic from UI.

In other words, remove the `PanelComponent` from the Action objects (and remove `actionManager.renderAction()`.

- there's no underlying rule for whether a component that's updating state should have an action and whether its UI should be inside an action or not. Results in inconsistency. It's also messy and adds complexity.
- we'll definitely need to do this at the point of decoupling editor from the UI layer (react), anyway
- and it's buggy #6074

That said, having a single point for determining whether a specific UI should be rendered or not (in contextMenu or elsewhere in the UI) is a cool concept so we should figure out a replacement for this.
Repository: godot
Issue: 3.5 (onwards, so presume 4.x too) corrupts completely all animated sprites imported as atlas textures/regions from 3.44
Labels: bug,topic:import,topic:2d

### Godot version

3.5.1 stable

### System information

linux

### Issue description

Find attached 3 projects:

project_344: this is the original project, open it with 3.4.4 and observe the animated sprite is ok in the scene. If godot 3.4.4 not available then open project_351_fixed

project_351: this is a copy of project_344, no modification have been made and simply all that happened was project was opened then saved and closed. Open in 3.5 and you will see the animated sprite has no textures.

project_351_fixed: this is a copy of project_344 but the texture on the animated sprite was redone. This is not required to be looked at, simply a reference to show godot 3.5 has done something bad on converting regions. But can be opened if 3.4.4 is not available.

The original 'project_344' and 'project_351_fixed' has this entry for a reference to the sprite in the .tscn file:

region = Rect2( 192, 192, 64, 64 )

In the file 351, which is an exact copy of 344 has this entry:

region = Rect2( 768, 1140, 64, 64 )


So when 351 is opened it has read the scene file and for whatever reason has applied an offset to texture region.

This means that a project cannot be upgraded from 344 to 3.5 or 4 and I have no idea how to fix this, meaning mine, and anyone using regions, have broken projects.

If a known fault, can somebody provide guidance on a fix because I am now stuck in limbo, unable to do anything? Or if not/either way, how can I get it to open my scene files without converting...

### Steps to reproduce

open up project_344 in godot 3.4.4 (or project_351 in godot 3.5) and observe the animated sprite is ok

open up proejct_351 and observe the animated sprite is blank and the tscn file has added an offset to the regions for some reason, causing everything to be wrong.


### Minimal reproduction project

[tresbug.zip](https://github.com/godotengine/godot/files/10355750/tresbug.zip)