sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Quake mode: Add support for reserved tabs
Labels: Area-Settings,Product-Terminal,Issue-Task,Area-Windowing

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# Description of the new feature/enhancement

The current quake mode implementation entails a window with a well-known name.  This window gets specially handled with regard to summoning: it gets docked and focus mode is turned on.  It is otherwise a normal window capable of hosting multiple tabs.

There are existing requests filed for supporting multiple quake mode windows, each with a different profile running.  That seems unnecessary given the ability for an existing terminal window to host multiple profiles already.  What is lacking is the ability to specify *which* tab to bring active on summon.

# Proposed technical implementation details (optional)

Allow the ability to define reserved tabs by name:

```
"windows": [
  {
    "name": "_quake",
    "tabs": [
      { "profile": "<guid or name .. not sure which would be better>", "name": "my PS tab" },
      { "profile": "...", "name": "my scratchpad tab" },
      { "profile": "...", "name": "my wolfram tab 1" },
      { "profile": "...", "name": "my wolfram tab 2" },
      { "profile": "...", "name": "org mode" },
      { "profile": "...", "name": "dashboard" }
    ]
  }
]
```

or, alternatively, add "window" and "tab" names to the existing profile schema, binding them exclusively:

```
{
    "guid": "{61c54bbd-c2c6-5271-96e7-009a87ff44bf}",
    "hidden": true,
    "name": "PowerShell",
    "window": "_quake",
    "tab": "my PS tab"
}
```

Then add an argument to wt.exe that allows specification of the specific tab name to activate (or, if the alternative approach is taken, a profile which has a window and tab name defined).  If it is not already live, it will be activated.  In this way, hot keys can be defined to summon specific tabs.

On exit or close of any of the named tabs, the tab will remain open, waiting to restart the command in question (immediately, if currently active).

Additional tabs created in the window will follow after the named tabs.
Repository: godot
Issue: Visual Script Basic Type Call Mode opens to empty Method Screen.
Labels: bug,topic:editor,topic:visualscript

<!-- Please search existing issues for potential duplicates before filing yours:
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3.2

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Ubuntu 20.10/Atermiter dual Xeon motherboard, gtx 970 nvidia package 460

**Issue description:**
<!-- What happened, and what was expected. -->
Clicking on the function box in the inspector when in basic call mode opens to an empty method screen.  Attached  screenshot from Godot 3.0  shows the expected behavior.

**Steps to reproduce:**
Set call mode to Basic Type, Set Basic type to anything other than Object, click on function box.
![current_behavior](https://user-images.githubusercontent.com/81984273/120088398-0aa77d00-c0be-11eb-91b4-e06f9017a709.png)
![expected](https://user-images.githubusercontent.com/81984273/120088399-1a26c600-c0be-11eb-937e-6a571a52d367.png)



**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Will create if requested.
Repository: godot
Issue: Node with physical bones spams rotref_posscale_decomposition: Condition "!m.is_diagonal()" error when it's added to or removed from scene
Labels: bug,topic:physics,topic:3d

**Godot version:** 3.3.2 stable
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** Windows 10
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
This error is spammed when I run the scene, or add or remove nodes containing physical bones from the scene:
```
E 0:00:00.908   rotref_posscale_decomposition: Condition "!m.is_diagonal()" is true. Returned: Vector3()
  <C++ Source>  core/math/basis.cpp:300 @ rotref_posscale_decomposition()
```

It only happens with certain skeleton setups though, my humanoid skeletons don't throw this error. Maybe because I have IK bones included in the skeletons of the non humanoid characters?
Probably related to #24968 

**Minimal reproduction project:**
[RotRefError.zip](https://github.com/godotengine/godot/files/6565648/RotRefError.zip)
open the main scene and you'll get errors, you'll also get them when you close the scene
Repository: pytorch
Issue: Add supports_nnc metadata to OpInfos
Labels: module: tests,triaged,NNC

Per https://github.com/pytorch/pytorch/pull/59154#issuecomment-850770864, we should do three things:

- move NNC tests using OpInfo into test_ops.py (that way test_ops.py is still the one test to run)
- adds "supports_nnc" metadata to the OpInfo base class instead of having a separate "works_list" (see below)
- update the names of the NNC tests to specify they're testing NNC

works_list and the tests in question are here:

https://github.com/pytorch/pytorch/blob/27009d6129d1dc8bf5a57ee6735c49f5e566a3ac/test/test_jit_fuser_te.py#L1831

cc @mruberry @VitalyFedyunin @walterddr
Repository: youtube-dl
Issue: Floatplane support
Labels: site-support-request

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## Checklist

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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2021.05.16**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

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Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
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- Single video: https://www.floatplane.com/post/7JOu0Ft3in


## Description

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I would like to be able to watch floatplane videos with mpv via youtube-dl, I have a current sub with one of the creators and would be able to temp share credentials with a dev.
Repository: godot
Issue: RigidBody pushes KinematicBody in 3D Godot physics
Labels: bug,topic:physics,topic:3d

**Godot version:**
3.3.2 but happens on master too

**OS/device including version:**
Ubuntu 20.10

**Issue description:**
In 3D Godot physics, but not 3D Bullet physics or 2D Godot physics, a `RigidBody` is able to move a `KinematicBody`. This should never happen.

**Steps to reproduce:**
Ensure physics engine is set to `GodotPhysics`. Create a `KinematicBody` and attach a script that calls a `move_*` function in `_physics_process()` with a movement or velocity of `Vector3(0,0,0)`. Create a `RigidBody` and disable `can_sleep`. Place it above a `KinematicBody` so it falls down onto the `KinematicBody` under gravity. Watch it move the `KinematicBody`.

**Minimal reproduction project:**
3.x version: [RigidvsKinematic3.x.zip](https://github.com/godotengine/godot/files/6565918/RigidvsKinematic3.x.zip)
4.0 version: [RigidvsKinematic4.0.zip](https://github.com/godotengine/godot/files/6565943/RigidvsKinematic4.0.zip)
Repository: excalidraw
Issue: Multi-point lines doesn't create points on tap
Labels: bug,mobile

On mobile, creating a multi-point line requires click-drag (`touchmove`) instead tap (`touchstart`). This is a long-standing issue and I assume it's a bug.
Repository: godot
Issue: Window sizing issue on i3wm when `resizable` is disabled
Labels: bug,platform:linuxbsd,topic:porting

**Godot version: Godot_v3.3-stable_x11.64**

**OS/device including version:**
Ubuntu 20.04, Display GF117M [GeForce 610M/710M/810M/820M / GT 620M/625M/630M/720M] [10DE:1140] NVIDIA Corporation

**Issue description:**
I was making a game with window resolution 500x600, and I had this issue when I changed the resizable property.
I am using [i3wm](https://i3wm.org) on Ubuntu 20.04.  
![Screenshot from 2021-05-30 21-27-41](https://user-images.githubusercontent.com/61649925/120103240-4dc02980-c16c-11eb-9719-64a81df4a471.png)
When I set resizable to true, and when I convert the game window from maximized to floating window, it gets correct resolution.
Whereas when I set it to false, It defaults to 1024x760 resolution.

https://user-images.githubusercontent.com/61649925/120103333-c0c9a000-c16c-11eb-93c0-c95957074243.mp4

When I tried the same without changing anything in normal Ubuntu, it worked.

https://user-images.githubusercontent.com/61649925/120103355-d63eca00-c16c-11eb-9fdc-65453491f8e4.mp4

This is the bug I faced only on a window manager.
Repository: excalidraw
Issue: zenMode should allow opening color pickers via shortcuts
Labels: enhancement

If you open a color picker via a shortcut (`S`/`G`) in zenMode, it should display the popup. Ideally alone without the shape props panel as a whole.

Right now it technically does open the popup, but it's off-screen.
Repository: flutter
Issue: [image_picker] maxDuration not limting videos in gallery selection (Android or iOS)
Labels: p: image_picker,package,team-ecosystem,has reproducible steps,P2,found in release: 2.2,triaged-ecosystem



## Steps to Reproduce
- Utilizing image_picker: ^0.7.5+3
- Using iPhone 12, iOS 14, Android Google Pixel, Android 10.

Code:
`var pickerFile = await ImagePicker()
        .getVideo(source: source, maxDuration: Duration(seconds: 30));`

**Expected results:** 
If you choose 'Camera' and record a video, the pub WILL limit it to 30 seconds (as per code above).
However, if you choose 'Gallery', it will display videos that are OVER 30 seconds.
I swear this package used to limit that so you could only see videos in the Gallery that are 30 seconds or less.

**Actual results:** <!-- what did you see? -->
Videos in Gallery that are over 30 seconds are available for selection. They shouldn't be as per the maxDuration param.

Anybody else experiencing this? Any resolutions? 

<details>
  <summary>Logs</summary>

<!-- Finally, paste the output of running `flutter doctor -v` here. -->

```
Flutter Doctor is fine. N/a.
```

</details>
Repository: TypeScript
Issue: Use explicit extensions in TypeScript's package.json for Node ES resolution compatibility
Labels: Suggestion,In Discussion

# Bug Report


### 🕗 Version & Regression Information

Versions:
* 4.3.2
* 4.1.2

- This is a crash
- This is the behavior in every version I tried

### ⏯ Playground Link

[Minimal repoducible example](https://github.com/tsapko3628/Support-node-es-modules-resolution-example)

### 💻 Code

Run tsc (yarn tsc, yarn exec tsc, npx tsc, ./node_modules/.bin/tsc) with nodejs flag --experimental-specifier-resolution=node (NODE_OPTIONS="--experimental-specifier-resolution=node" tsc)

### 🙁 Actual behavior

```
internal/process/esm_loader.js:74
    internalBinding('errors').triggerUncaughtException(
                              ^

TypeError [ERR_INVALID_MODULE_SPECIFIER]: Invalid module "file:///path/to/project/node_modules/typescript/bin/tsc" 
    at Loader.getFormat (internal/modules/esm/loader.js:117:13)
    at async Loader.getModuleJob (internal/modules/esm/loader.js:242:20)
    at async Loader.import (internal/modules/esm/loader.js:176:17)
    at async Object.loadESM (internal/process/esm_loader.js:68:5) {
  code: 'ERR_INVALID_MODULE_SPECIFIER'
}
```

### 🙂 Expected behavior
Build without errors
Repository: excalidraw
Issue: Allow disabling wheel event handling for standalone instances
Labels: package:excalidraw

I don't want to let the user scroll since it interferes with main page scrolling.

My current workaround is to wrap Excalidraw into this:

```js
<div
  onWheelCapture={e => {
    // Stop Excalidraw from hijacking scroll
    e.stopPropagation();
  }}
>
```

But it's not a very well-known workaround so a prop to disable wheel event handling would be nice too.
Repository: flutter
Issue: [webview_flutter] Allow enabling data detectors (e.g., for phone numbers)
Labels: p: webview,package,team-ecosystem,has reproducible steps,P3,found in release: 2.2,triaged-ecosystem

I'm using WebView which innately inherits WkWebView from iOS but I'm unable to figure out how to set [Data Detector Types](https://developer.apple.com/documentation/webkit/wkdatadetectortypes) PhoneNumber for click to call in Flutter. The screenshot below shows phone numbers in the simulator, but I cannot click and call the phone numbers when I run it on my real device. 

Any advice is appreciated!

![image](https://user-images.githubusercontent.com/6679852/120129159-79093f80-c191-11eb-9099-3c255638c8cf.png)
Repository: vscode
Issue: Allow going inside graphemes (with an explicit gesture)
Labels: feature-request,editor-core

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- VS Code Version: 1.56.2
- OS Version: Windows 10 WSL: Ubuntu-20.04

Steps to Reproduce:

1. Try to edit individual letters in this unicode string: `'([ôঅইউঋএওআঈঊঐঔ])'`
2. The entire `ô` part is grouped together.

Initial cursor position:

![image](https://user-images.githubusercontent.com/5158124/120132142-a08cf600-c1eb-11eb-930a-78d8eabf5a90.png)

After shifting cursor one time:

![image](https://user-images.githubusercontent.com/5158124/120132192-b7cbe380-c1eb-11eb-8b92-96c01bbb42e2.png)
Repository: godot
Issue: FileSystem tab doesn't show files
Labels: bug,topic:editor,needs testing

**Godot version:**
v3.3.stable.official from Steam


**OS/device including version:**
Linux Mint 20.1 Ulyssa


**Issue description:**
The FileSystem tab doesn't show files, it only shows folders.
![image](https://user-images.githubusercontent.com/40899339/120135051-cbecf200-c1a5-11eb-9881-0605919a4ebc.png)

They're still there, I can instance the scenes, and when creating scripts it doesn't let me create one with the same name.
![image](https://user-images.githubusercontent.com/40899339/120135143-f9d23680-c1a5-11eb-9e7d-023d749647fa.png)
Repository: rust
Issue: Documentation request: include_str and format_args combination
Labels: C-enhancement,A-macros,T-compiler,A-docs

I noticed some weird behavior today and couldn't find *any* documentation on how it works. It seems that `format_args!` and `include_str!`can actually work together to do compile-time validation of file inputs. Like so:

```rust
let html = format_args!(include_str!("./index.html"), title="test");
```

Both of these are compiler builtins so their sources aren't easily accessible. However, in neither of their documentation did I see any mention of this behavior. Contrast this with a proc/decl macro that tries to parse the inners as a LitStr/literal:
```rust
macro_rules! parse_args {
    ($a:literal) => {};
}

fn test() {
    let nodes = parse_args!(include_str!("./htmlexample.html"));
}
```
with error:
```
   |
12 | macro_rules! parse_args {
   | ----------------------- when calling this macro
...
17 |     let nodes = parse_args!(include_str!("./htmlexample.html"));
   |                             ^^^^^^^^^^^ no rules expected this token in macro call
```
Is there any documentation for this behavior? Is there any way for macro developers to also leverage this mechanic for parse a str literal returned by `include_str!`?
Repository: node
Issue: How about support other representations for `net.isIPv4()`?
Labels: net

<!--
Thank you for suggesting an idea to make Node.js better.

Please fill in as much of the template below as you're able.
-->

**Is your feature request related to a problem? Please describe.**

```js
> net.isIPv4('123')
false // expected to be true
> net.isIPv4('1234')
false // expected to be true
> net.isIPv4('123.1')
false // expected to be true
> net.isIPv4('123.1.1.1')
true
```

Refer: https://en.wikipedia.org/wiki/IPv4#Address_representations

**Describe the solution you'd like**

If we can modify that method, I can make a pull request.

**Describe alternatives you've considered**

Some more representations for IPv6 too (I'm not sure).
Repository: ant-design
Issue: Table defaultSortOrder is invalid when the column is not the last level
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/duoliepaixu-antd4161-forked-cn0se)

### Steps to reproduce
Open the replay link to see

### What is expected?
Table defaultSortOrder style is valid

### What is actually happening?
Table defaultSortOrder style is invalid

| Environment | Info |
|---|---|
| antd | 4.16.1 |
| React | 17.0.2 |
| System | macOS 11.2.1 |
| Browser | Google Chrome 版本 90.0.4430.212（正式版本） (arm64) |

---
我基于Table做了个[ProTable](https://pxx-design.gitee.io/parallel-line/components/pro-table)

因为筛选功能放到了表头末级，使用排序列永远不会再末级，就导致了这个问题。

I made a [ProTable](https://pxx-design.gitee.io/parallel-line/components/pro-table) based on Table

This problem is caused because the filter function is placed at the end of the table header, and the sorting column will never be at the end.


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Very slow http download speeds on Android
Labels: bug,platform:android,needs testing,topic:network,regression,performance

**Godot version:** 
3.3.2
Mac OS X (11.3)

**OS/device including version:**
Android 10 - Nokia 4.2
Android 7 - Samsung Galaxy S6

**Issue description:**
After updating our project from 3.2.2 -> 3.3.2 http download speeds have been incredible slow on Android using HTTPClient. Downloading a 50mb file has gone from taking roughly 10sec to 5-10min.
This issue only appears on Android. Iphone, Windows and OS X are working as expected.
Repository: rust
Issue: Rust is not able to infer equivalence when it applies to trait associated types.
Labels: A-trait-system,A-associated-items,T-compiler,A-inference,C-bug

This bug cause the error "overflowing when evaluating the requirement..."

Consider this example:

```rust
fn f<T, U>(v: T, u: U)
where
    T: Add<Output = <U as Add<U>>::Output>,
    U: Add<Output = <T as Add<T>>::Output>,
{
}
```

This does not compile: 
> error[E0275]: overflow evaluating the requirement <T as Add>::Output

The code above should compile because
the fact that `T` implements `Add` implies that there exits `A` such that `T:Add<Output=A>`
 
And this other definition for `f` does compile as expected.
```rust
fn f<T, U, A>(v: T, u: U)
where
    T: Add<Output = A>,
    U: Add<Output = <T as Add<T>>::Output>,
{
}
```
I think rust should be able to perform this transformation for the orginal f:
```rust
fn f<T, U>(v: T, u: U)
where
    T: Add,
  "there exists" A such that <T as Add>::Output = A,
    U: Add<Output = A>,
{
}
```

Maybe such transformation may also have a positive impact on compile time.


### Meta
This bug does exist on nightly too.

`rustc --version --verbose`:
```
rustc 1.52.1 (9bc8c42bb 2021-05-09)
binary: rustc
commit-hash: 9bc8c42bb2f19e745a63f3445f1ac248fb015e53
commit-date: 2021-05-09
host: x86_64-unknown-linux-gnu
release: 1.52.1
LLVM version: 12.0.0
```
Repository: PowerToys
Issue: Change size of a window symmetrically
Labels: Idea-New PowerToy,Product-Window Manager

### Provide a description of the new feature / enhancement

In Excel for an example, you can change the size of an object (rectangle, ...) "symmetrically" by holding CTRL key (see video) while dragging anchor. Is it possible to add same feature when changing size of window ?

https://user-images.githubusercontent.com/3479885/120166653-1baad800-c1fd-11eb-8290-15e326513644.mp4
Repository: PowerToys
Issue: FayncyZones should not assume the screens are a rectengular
Labels: Idea-Enhancement,Product-FancyZones

### Provide a description of the new feature / enhancement

This is my screen setup:

![image](https://user-images.githubusercontent.com/272164/120171420-519e8b00-c202-11eb-9283-0f6dbd07a0b3.png)

If I want to use FancyZones I have to create areas for the non visible space in which windows might get lost, as they are addressed when using the `[Win]+[ARROW]` keys.

![image](https://user-images.githubusercontent.com/272164/120171576-7c88df00-c202-11eb-8f2e-01cdb2897310.png)

The alternative is to have pars of the windows hidden in the non visible areas.

It would be nice to have the non-visible areas recognized or the ability to mark the as *dead* .
Repository: vscode
Issue: Remove onDidChangeNotebookCellExecutionState API proposal 
Labels: api,debt,notebook-api

re https://github.com/microsoft/vscode/issues/122922#issuecomment-850494603

The `onDidChangeNotebookCellExecutionState` isn't complete because it is about a properly that doesn't exist, e.g there is `vscode.NotebookCell#executionState`. That means there is a model-logic flaw but it also means that extensions cannot be 100% correct as they aren't guarantee to receive the very first event.