sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: angular
Issue: Angular form field having max length reached makes a call to form.valuechanges() when we try to append a string by pasting something in it.
Labels: area: forms,P3

### Which @angular/* package(s) are the source of the bug?

forms

### Is this a regression?

No

### Description

Steps to repro:

1. Create a reactive form with an input type = "text" html field with maxlength = 10.
2. Enter "abcdefghij" in this input field.
3. While keeping the cursor at the end in this field, try to append by copy pasting "xyz" to the end. 
4. Form valuechanges() gets called, but there is no visible change (as maxlength attribute is restricting appending)
5. Same does not happen when we try to directly type in and append "xyz".

Because of this valuechanges() getting called Validations are triggering and causing issues for us.

Refer to [demo ](https://stackblitz.com/edit/angular-jn6sll?file=src%2Fapp%2Fprofile-editor%2Fprofile-editor.component.ts) I am using Angular sample Form app, refer to the behavior of field "firstname" in Profile Editor component.





### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-jn6sll?file=src%2Fapp%2Fprofile-editor%2Fprofile-editor.component.ts

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in

_No response_

### Anything else?

_No response_
Repository: TypeScript
Issue: Declare TypedArray length
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 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:
-->

typedarray length tuple typed array

## ✅ 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

<!-- A summary of what you'd like to see added or changed -->

A way to declare a fixed length TypedArray similar to Tuples.

## 📃 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?
-->

Consider a hypothetical vector library, similar glmatrix:

```ts
function addVector2(out: Float32Array, v1: Float32Array, v2: Float32Array) {
  out[0] = v1[0] + v2[0]
  out[1] = v1[1] + v2[1]
  return out
}
```

There's currently no way to type check that the arguments are indeed Vector2's and not some other Float32Arrays. This is possible with Tuple types though using regular arrays. Since TypedArrays are inherently fixed length even at runtime, it makes sense for there to be some way of declaring length. Even if this is just a minimum length, that would be a huge improvement since that guarantees out of bounds indexing safety.

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
Many uses of TypedArrays in JS make assumptions about length. But the main one would probably be vectors, matrices, quarternions, etc.
Repository: vscode
Issue: Allow F12 to be bound to both go to definition and open link
Labels: feature-request,editor-contrib

I tried to get this working with this but I don't think we have a context key for this:

```
{ "key": "f12", "command": "editor.action.openLink", "when": "!jumpToCursorSupported"}
```

I think ideally this is what I'm after:

```
{ "key": "f12", "command": "editor.action.openLink", "when": "linkAtCursor"}
```

I've been after this for a while as it would make using markdown much nicer imo.

cc @lostintangent (tried to get it working for wikilens)
Repository: pytorch
Issue: `__torch_function__` docs should use @classmethod
Labels: module: docs,triaged,module: __torch_function__

## 📚 Documentation

https://pytorch.org/docs/master/notes/extending.html?highlight=extending

@ezyang told me that non-classmethod uses of `__torch_function__` should be considered legacy. Some of the examples still use the method `__torch_function__` and should be updated to encourage new users to use the classmethod variant.

cc @brianjo @mruberry @hameerabbasi @rgommers @peterbell10
Repository: vscode
Issue: Add context key for when comments are visible
Labels: feature-request,comments

I was trying to get escape collapsing all comments (https://github.com/microsoft/vscode/issues/131419) but this would need an extra context key. Here are the current context keys:

![image](https://user-images.githubusercontent.com/2193314/130475566-a5469eed-1a0d-48ed-a7fa-b7ad3c2b1534.png)

I think ideally we would have `commentsAreVisibleInViewport` or `commentsAreVisible`, the latter isn't quite as good since it would hide comments which are currently off screen and might seem like nothing happened.
Repository: PowerToys
Issue: [Color Picker, Editor] light dismiss type of window sometimes not functional
Labels: Issue-Bug,Area-User Interface,Product-Color Picker,Status-Reproducible

### Microsoft PowerToys version

0.43

### Area(s) with issue?

ColorPicker Editor

### Steps to reproduce

- Open the Editor
- (click the middle color to) Edit any of your existing colors
- Focus hexadecimal input box
- Try to use <kbd>Win</kbd>+<kbd>V</kbd> to paste something in the input boxes, by clicking the Clipboard History window.

### ✔️ Expected Behavior

A color value (of any format, I'll use hexadecimal in this case) to be pasted.
I can close this window with the <kbd>button</kbd> when I'm done, any time I want.

### ❌ Actual Behavior

As soon as this pop-up window loses focus, it's gone. Can't paste anything like this.

### Other Software

_No response_
Repository: rust
Issue: Don’t print a space after an empty struct name with `Formatter::debug_struct`
Labels: C-enhancement

I wish I can print a structure like an anonymous structure by specifying an empty structure name using `Formatter::debug_struct`, for example:

```rust
struct Item;

impl Debug for Item {
    fn fmt(&self, f: &mut Formatter) -> fmt::Result {
        f.debug_struct("").field("x", &2).finish()
    }
}
```

I expect `format!("{:?}", Item)` to be `"{ x: 2 }"`, instead, I get `" { x: 2 }"`.
Repository: flutter
Issue: Scenario app Android lint rule hits network during the build
Labels: team,engine,P2,team-engine,triaged-engine

This leads to flaky build failures that close the tree. See:

https://ci.chromium.org/ui/p/flutter/builders/prod/Linux%20Android%20Debug%20Engine/11591/overview

@dnfield @blasten
Repository: flutter
Issue: `SpreadRadius` has incorrect behavior
Labels: framework,f: material design,has reproducible steps,P2,found in release: 2.2,found in release: 2.5,team-framework,triaged-framework

There is a problem with spreadRadius in ShapeDecoration Widget.
Spread Radius works the same as offset when using shadows.

https://dartpad.dev/bbb5727bddc19c696f1b7876bdc2cd8b

![Снимок экрана (370)_LI](https://user-images.githubusercontent.com/86327361/130485736-61d09775-7e0f-4b41-a9f3-4b4cd774f916.jpg)

![Снимок экрана (371)_LI](https://user-images.githubusercontent.com/86327361/130485642-daea8bcd-eaaf-498b-b171-b1ef88b91242.jpg)
Repository: flutter
Issue: [linux] Plugin APIs need to be more test-friendly
Labels: engine,platform-linux,c: proposal,a: desktop,P3,team-linux,triaged-linux

In trying to set up unit tests for a Linux plugin (as a proof of concept for something we can add to the plugin template at some point), I was trying to figure out if I could test against the (minimal) public interface. In this case it was because the plugin had so little code there wasn't a lot to unit test directly, but that's also a pattern that can be useful for some real scenarios—in particular, if the plugin can't meaningfully be integration tested from the Dart side because it requires mocks on the native side to replace system components (think `camera` or `sensors` for instance). In that case, doing a "native-end-to-native-end" test, where the test is sending messages and receiving responses (thus taking the place of the engine in the flow) might be the only way to get full coverage of the native code.

Currently this doesn't seem to be possible on Linux because FlPluginRegistar is final. If it (and any other necessary classes; I didn't drill further after hitting that block) could be made interfaces instead, so that tests could mock them out, that would give people more options in writing tests.

/cc @cbracken @robert-ancell
Repository: pytorch
Issue: [rfc] Hardcoded Target Determination
Labels: feature,module: tests,triaged

Target determination is very difficult to do correctly. Internally, FB relies on a graph of Buck dependencies which has been built over time to extract information on how to schedule tests for a particular diff. In OSS PyTorch, we don’t have this information on a meaningful scale. We have a Bazel build that is structured very similarly, but the targets that it defines are not granular enough to get some of the things we need (e.g. going from C++ → Python, all the code is bottlenecked through a small set of targets, so it’s difficult to say “for this Python code, this is the C++ code I need to test”).

In spite of this, there are some easy wins for target determination we can get, most notably for documentation only changes. These don’t need to run the tests (except in some small cases where [doctest](https://www.sphinx-doc.org/en/master/usage/extensions/doctest.html) is used). We could manually encode these dependencies, and allow other teams to opt-in so that they can have faster build times as long as they stay within the walls of their codebase. The downside would be that they should expect a higher rate of reverts in case their code broke some un-run test.

This could be done in a file `tests/manual_determinations.yaml` that would look something like

```
rules:
  - name: FX team
    sources:
      # Globs are supported (using Python's fnmatch)
      - torch/quantization/fx/*
      - torch/fx/*
      - torch/include/torch/csrc/fx/*
      - torch/csrc/fx/*
      # Specific files can be referenced too
      - docs/source/fx.rst
   tests:
      - test/test_fx.py
 - name: Documentation changes
    sources:
      - docs/*
      - *.rst
      - *.md
    tests: []
```

If a PR only touches files in a `sources` or `tests` entry for a single rule, then only those tests will be run by `run_test.py`.

## Examples
* 

## Other options

* Run tests by pytest-like test filter (regex on test name) rather than file
* Use existing test selection file
* Automate alerts on changes to source names
* Have a basic smoke test that we always run
* Allow an override (maybe with `determinator/all_jobs` label)
* Make `tests:` be an inclusive / exclusive filter

cc @mruberry @VitalyFedyunin @walterddr @pytorch/pytorch-dev-infra
Repository: flutter
Issue: [windows] Plugin registration should be mockable/fakeable
Labels: engine,platform-windows,a: desktop,P3,team-windows,triaged-windows

See https://github.com/flutter/flutter/issues/88724 for details; this tracks the same thing, but for Windows.

Since the Windows API is C and not object-based, however, I'm not sure how we want to handle this; we can't change what's passed to the plugins without a breaking ecosystem change. Maybe we could make a utility method in the API that would allow constructing a mock registrar based on provided function pointers (similar to the function pointer struct passed to embedder.h initialization)?

/cc @cbracken
Repository: vscode
Issue: Improve word part
Labels: feature-request,editor-wordnav

<!-- ⚠️⚠️ 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. -->

Right now the behavior of word part is not documented anywhere I could find, it would be nice to have some documentation about it

Also checking from source code, https://github.com/microsoft/vscode/blob/main/src/vs/editor/common/controller/cursorWordOperations.ts
I deduced that word part only works for `CamelCase`, and `snake_case`

I think `kebab-case` should also be implemented, so if you remove the hyphen from word separator, you can use word part in `kebab-case`, at the moment it makes no difference.
<!-- Describe the feature you'd like. -->
Repository: storybook
Issue: Configurable raw object editor control
Labels: feature request,help wanted,compatibility with other tools,addon: controls

**Is your feature request related to a problem? Please describe**
Controls addon for objects displays json using `react-editable-json-tree`. It is set to not use `raw` editor by default. This causes a bit of a problem for automated cypress tests as it is easier to interact with simple textarea than with json tree component.

**Describe the solution you'd like**
We would like to have configurable object editor through `argTypes`, something like:
`control: { type: 'object', useRaw: true }`

**Describe alternatives you've considered**
I didn't found any alternative to this.

**Are you able to assist to bring the feature to reality?**
maybe yes :)

**Additional context**
![image](https://user-images.githubusercontent.com/881672/130496392-3abbb037-c2a5-4d37-93e4-1f5738fe47b9.png)
Repository: terminal
Issue: Add each pane as an individual tab item at the top-level tab strip
Labels: Issue-Feature,Area-UserInterface,Product-Terminal

Some people may want to use different tabs to identify their split panes. 

It solves the same problem as #4717, but takes a different approach. It's worth considering when #4717 has not been resolved. 

Here's ConEmu's implementation:

![conemu](https://user-images.githubusercontent.com/32368482/130500932-77254092-1f72-4613-b5e3-73e4cd070d53.gif)
Repository: vscode
Issue: Revisit contiguous matches
Labels: feature-request,quick-open

<!-- ⚠️⚠️ 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. -->
I've added the "quotes" support in #131292 and am planning on it releasing in stable as "experimental" because I'm not fully convinced it's the correct UI to do this. I want to try 2 other options:

* a toggle button. We have these all over the place in VS Code (like in search and the find widgets). I want to experiment having one of those toggles for toggling between fuzzy and non-fuzzy search. This means we could have a toggle button for other things.
* (maybe) a different Quick Access provider since that would allow the new syntax to be in the `?` menu.
Repository: terminal
Issue: Paste Slowly - A new type of Action
Labels: Issue-Feature,Help Wanted,Area-UserInterface,Area-Settings,Product-Terminal

# Description of the new feature/enhancement

Paste Slowly - A new type of Action

Is needed to allow the use of Windows Terminal to operate remote devices based on SSH/Telnet/Serial connections.
The buffers of some remote consoles do not deal very well with to quick insertion of caracteres.

Example:
When configuring a Cisco/Juniper or similar device thought Serial Ports with low-speed connections (like 9600-8-n-1), if you paste a substantial number of configuration lines, is highly likely that some characters will be swallowed, resulting on errors at the final config.

The objective is to create new type of action called on Windows Terminal that Could be Called "Paste Slowly".
 -> Or any other better name the community define for that.

With that new action "Paste Slowly", Windows Terminal will process the Copy/Paste buffer, and when inserting each character on the console, will respect the delay defined for each specific character defined on the configurations of Windows Terminal.



# Proposed technical implementation details (optional)

Deciding when execute "Paster Slowly" instead of "Normal Paste" - Will be defined by:
A - Specific Key-Shortcut defined at Configuration->Actions
      (Ex.: CTRL+V -> Normal Paste, CTRL+Shift+V -> Paste Slowly.)
B - Size of the Copy/Paste buffer on a Paste action.
      -> If bigger than NumBytesToPasteSlowly bytes, will prompt an action choose screen, questioning if "Normal Paste" or "Paste Slowly" should be used (like the warning that appears when the Paste Buffer have multiples lines). With a small checkbox defining "Remember that choice".


On Configurations should exist a Multiple-Choice option that will define the behavior of that "Warning POP" with the following options:
        - Always "Normal Paste"
        - Always "Paste Slowly"
        - Prompt for choosing the type of Paste action if Paste Buffer is bigger than NumBytesToPasteSlowly 


On Configurations should exist an Array of Delay Definition to Paste Slowly
The Array will have 2 attributes:
   - Character
   - Time to Delay
The sequence of the array will need to be defined by the Windows Terminal user, and the Rules of delay insertion will be processed Top-Down.

The "Character" attribute, will contain:
 - Groups of characters like "Any Character", "OnlyNumbers", "OnlyAlphaUpperCase", "OnlyAlphaLowerCase", etc.
 - Specific common character (Ex.: "A", "B","C", "a", "b","c", "1", "2","3",  "!", "#", etc.)
 - Special characters (Ex.: LineBreak, EndOfFile, etc.)
 - {Maybe consider allowing the use of Regex to give freedom Windows Terminal User?}

The "Time to Delay" attribute will contain:
 - A number positive number between 0 and 2000 that will represent the number of milliseconds that Windows Terminal will wait until processing next character on Paste Buffer.
Repository: flutter
Issue: integration_test examples to actually test widgets
Labels: a: tests,framework,d: api docs,d: examples,f: integration_test,P3,team-framework,triaged-framework

## Use case

Learn how to use the `integration_test` module to write a test that drives a mobile app.

## Proposal

1. Update the example at [Integration testing - Project setup](https://flutter.dev/docs/testing/integration-tests#project-setup), adding code to tap, enter text, check for widget presence/absence, and get widget text.  Refer to widgets by ValueKey value.
2. Add similar widget interaction code to the examples at [integration_test usage](https://github.com/flutter/flutter/tree/master/packages/integration_test#usage).
3. Add some information for new users to the [`integration_test` module docs](https://api.flutter.dev/flutter/package-integration_test_integration_test/package-integration_test_integration_test-library.html).  At the very least, link to another page with instructions on how to use the module and examples.
Repository: youtube-dl
Issue: Add TikTok Extractor Without Watermark
Labels: request

please add TikTok Extractor Without Watermark
Repository: flutter
Issue: Naming of the GPU sync switch is confusing.
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine

It contains an implicit negative. We should make the API more verbose and easier to follow. Apparently @dnfield had a patch that did this already but it got reverted.
Repository: vscode
Issue: remove lifecycle handling heuristics around parent/child sessions
Labels: debug,debt

Since we now have a `managedByParent` option in `DebugSessionOptions` we should now consider to remove any previous lifecycle handling heuristics that we added around parent/child sessions.

For details see #128058
Repository: godot
Issue: MultiMesh set_as_bulk_array is an absolute mesh
Labels: topic:core,documentation,topic:3d

### Godot version

3.3.3

### System information

OS: Ubuntu latest GPU: GTX 1050

### Issue description

Basically, I've been trying to render a cube using a MultiMeshInstance. There are multiple ways to transform an instance in an MultiMesh, one being the `set_instance_transform` function that works well and fine, and the second being `set_as_bulk_array` which on the other hand I can't seem to get working at all. I premuse it's because I don't have the floats in the array in the right order, but there is no documentation anywhere on how the transform should be layed out in memory. (aside from this https://docs.godotengine.org/en/stable/tutorials/misc/binary_serialization_api.html#transform, which also does not work in this case??) 

With everything I've tried the only array that wouldn't distort or move my cube was `[-1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0]`, which is what I was trying to achieve, but I have no idea why my other array inside the code for supposedly an identity (unmoving) matrix doesn't work, much less how these floats influence the transformation matrix.

Here are some screenshots
![image](https://user-images.githubusercontent.com/48882585/130512416-0f21bba4-14b2-494d-afe6-b59516b2a243.png)
_For transform `[1, 0, 0,    0, 1, 0,     0, 0, 1,     0, 0, 0]` (lots of nothing)_



![image](https://user-images.githubusercontent.com/48882585/130513096-42b6c7bb-978a-4e42-87ee-d5749af6122f.png)
_For transform `[0, 0, 1,    0, 1, 0,     1, 0, 0,     0, 0, 0]` (not a cube)_



![image](https://user-images.githubusercontent.com/48882585/130513350-dc1714ff-9a06-48c5-8a16-e36607590357.png)
_For transform `[-1, 0, 0,   1, 0, 0,     1, 0, 0,     1, 0, 0]`_ (working, but why?????)

Can anyone help and tell me what I'm doing wrong? (and also update the docs)

### Steps to reproduce

- Create Spatial with a MultiMeshInstance child
- Add this script to the Spatial
```gdscript
extends Spatial

func _ready():
	var meshInstance = $MultiMeshInstance
	
	var mesh = MultiMesh.new()

	mesh.mesh = CubeMesh.new() # render cube

        # omitting colors and metadata
	mesh.transform_format = MultiMesh.TRANSFORM_3D
	mesh.color_format = MultiMesh.COLOR_NONE
	mesh.custom_data_format = MultiMesh.CUSTOM_DATA_NONE

	mesh.instance_count = 1 # draw one instance (for example)
	
	var transforms = PoolRealArray([1, 0, 0,    0, 1, 0,     0, 0, 1,     0, 0, 0]) # transform matrix for instance 0
	mesh.set_as_bulk_array(transforms) # use the transform on the instance
	
	meshInstance.multimesh = mesh
	pass
```
- Run game

### Minimal reproduction project

_No response_