sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Allow mouse clicks to reposition cursor by emitting cursor key sequences
Labels: Issue-Feature,Area-Input,Area-TerminalControl,Product-Terminal



> [!IMPORTANT]  
> 📌 Maintainer TL;DR: 
> This got added in #15758, as [`"experimental.repositionCursorWithMouse":true`](https://learn.microsoft.com/en-us/windows/terminal/customize-settings/profile-advanced#experimental-move-cursor-with-the-mouse). See also https://github.com/microsoft/terminal/issues/8573#issuecomment-2035495548


<hr>

# Description of the new feature/enhancement

```
Windows Terminal version: 1.4.3243.0
Windows Version: Microsoft Windows [Version 10.0.19042.630]
Also using:
    GNU bash, version 4.4.12(3)-release (x86_64-unknown-cygwin) under cygwin
    GNU bash, version 4.4.23(2)-release (x86_64-pc-msys) under msys2
    GNU bash, version 5.0.17(1)-release (x86_64-pc-linux-gnu) under Ubuntu 20.04 WSL 2
```
It is not possible to place the cursor with the mouse in any of these shells under Windows Terminal. It is, however, quite possible to do this when running bash with msys2, cygwin or wsl on mintty (or WSL terminal).

This issue was discussed in #4268, where it was dismissed because `I'm not sure I know of any shell application that actually supports that tbh.`. This is patently not the case as it is supported in the integrations between bash and mintty (and the same bash as used by mintty is being loaded in Windows Terminal).

Mouse support was tracked in #376, #545 and #5177. There was a pull request in #/pull/4859 to close some of these issues, however cursor placement still doesn't appear to work in the applications I listed.
Repository: excalidraw
Issue: inserting library item doesn't work with non-zero canvas offsets
Labels: bug

Inserting library item via click which should insert to canvas center (https://github.com/excalidraw/excalidraw/pull/2527) doesn't work when canvas has non-zero offsets.

/cc @mwufi

Blocked on https://github.com/excalidraw/excalidraw/issues/2528
Repository: opencv
Issue: Mat::setTo() with a Mat as arg copies only the 1st channel
Labels: bug,category: core,RFC

##### System information (version)
- OpenCV => 4.0.0, 4.5.1-pre
- Operating System / Platform => Windows 64 Bit
- Compiler => mingw64

##### Steps to reproduce

```
// a simulated bgr image
    Mat A(2,2,16,Scalar(1,2,3));
    cout << A << endl;
[  1,   2,   3,   1,   2,   3;
   1,   2,   3,   1,   2,   3]

// a bgr color in a Mat
    Mat c(1,1,16,Scalar(4,5,6));
    cout << c << endl;
[  4,   5,   6]

// only 1st channel gets copied ?
    A.setTo(c);
    cout << A << endl;
[  4,   4,   4,   4,   4,   4;
   4,   4,   4,   4,   4,   4]

// another color in a scalar
    Scalar c2(7,8,9);
// works as expected
    A.setTo(c2);
    cout << A << endl;
[  7,   8,   9,   7,   8,   9;
   7,   8,   9,   7,   8,   9]
```



##### Issue submission checklist

 - [x] I report the issue, it's not a question
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       answers.opencv.org, Stack Overflow, etc and have not found solution
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     Image hosting services compress images and it breaks the repro code.
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Repository: TypeScript
Issue: `paths` compilerOption without `baseUrl` doesn't show auto-complete suggestion for import module
Labels: Bug,Domain: Auto-import

**TypeScript Version:**  4.1.2

**prepare**

1. create a project directory and then run below commands to init the project:

```
npm init --yes
npm install -D typescript@latest
mkdir -p src/{foo,bar}
echo "export default {}" > src/foo/foo.ts
echo "export default {}" > src/bar/bar.ts
touch src/index.ts
./node_modules/.bin/tsc --init
```

2. edit `tsconfig.json`, adds

```
"paths": {
  "@~/*": [ "./src/*" ]
}
``` 

in `compilerOptions` section.

**reproduce**

edit `src/index.ts`

```src/index.ts
import {} from "@~/"; // When typing `@~/`, the auto-complete module suggestions does not showing here
// but you can typing full module path here, it will import successfully.
// import {} from "@~/foo/foo";
```

If adds `"baseUrl": "./"` in `tsconfig.json`, it will shows the auto-complete module suggestions.
Repository: flutter
Issue: Google Maps: Get the index level that is currently active in the building for indoor maps
Labels: c: new feature,p: maps,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

```yaml
dependencies:
  google_maps_flutter: ^1.0.6
```

I am developing a new feature in my application to show information inside the buildings. When I initialize the map I do it with both indoorViewEnabled and buildingsEnabled flags set to true. Unfortunately it is not possible recover neither the level the map is at nor that the user selects.

More info
https://www.google.com/maps/about/partners/indoormaps/
https://developers.google.com/android/reference/com/google/android/gms/maps/model/IndoorBuilding

## Proposal

Inside the controller [GoogleMapController](https://pub.dev/documentation/google_maps_flutter/latest/google_maps_flutter/GoogleMapController-class.html) add a method to retrieve the info of the focused building if exists and through this object get all the relative info of the current state


https://developers.google.com/android/reference/com/google/android/gms/maps/GoogleMap#getFocusedBuilding()

Thank you!
Repository: godot
Issue: changing collision shape dynamically in _process delays detection
Labels: bug,confirmed,topic:physics

**Godot version:**
3.2.3


**OS/device including version:**
Linux


**Issue description:**
I will provide test code if this is thought to be a bug (as it will take a while to create small sample).

I have an object (a laser beam) that starts small and gets bigger over the course of a few seconds. As it gets bigger (there is no scaling involved, this is purely a sprite/pixel visual thing), I am changing the area2d collision shape dynamically (in _process) every frame until it reaches a set size then I leave it at it's maximum size and make no more changes, i.e. this is the code while resizing

```
collision.shape.extents.x=length
```

When at the largest size and not resizing, collisions happen exactly as expected. However, during this resizing phase there is a large delay in the collision detection triggering. Below is when the laser triggered hitting the object, as you can see, it's way past.

![image](https://user-images.githubusercontent.com/12863685/102019330-d25bee80-3d6a-11eb-963c-e57562855745.png)

However when 'visible collision shapes' are enabled, firing at the same point, collision happens instantly as expected. Observe:

![image](https://user-images.githubusercontent.com/12863685/102019260-71341b00-3d6a-11eb-8b19-e4ec2765684e.png)

The rectangle between the player and the object (the laser beam) has triggered exactly on target. This also shows that the collision box is fine and in the correct location and size in the first example.

I am getting 60fps and there is no performance issue and this delay is not just a few frames it is maybe half a second.

So, I know the collision shape is fine but something is only triggering it properly during changing extent when debug is on.

I have tried a ray that I resize in the same way and that works fine, but I cannot use a ray due to requiring area collision boxes.

Am I missing something that 'view collision shapes is doing' or is there some kind of known extent resize issue with Godot?

**Minimal reproduction project:**
If this is seen to be a possible bug (i.e. just just a coding error) I will provide full code.
Repository: pytorch
Issue: [question] How hard would it be to implement 4-bit precision training?
Labels: module: internals,triaged

I came across the paper [Ultra-Low Precision 4-bit Training of Deep Neural Networks](https://proceedings.neurips.cc/paper/2020/file/13b919438259814cd5be8cb45877d577-Paper.pdf) on NeurIPS 2020. I think it would be cool to implement support for it in PyTorch. I think it can be done quite efficiently on CPU using the AVX2 instruction set, as all the multiplication/addition operations can be stored in a fast cache. The operations would just make a lookup in this table.

I had a look how things are implemented in the library. If I am correct, there is enough of level of abstraction to make this doable. I need to implement a kernel and add it to the ATEN's DispatchStub or something like that. If I copy-paste implementation of `
pytorch/aten/src/ATen/quantized/` and make it work with custom `fp4` type that should work for end-to-end training, right? To start playing around with this, like training my own MNIST, it should be enough to just implement addition and multiplication for something like MLP with relus: all computation consists only from  affine operations so + and * should be enough. 

I would appreciate high-level guidance / help links on this. Thank you!

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh @ailzhang
Repository: pytorch
Issue: is this a typo in optimizer.pyi ? it says `statue` instead of `state`
Labels: module: optimizer,triaged

it says `statue` instead of `state`

https://github.com/pytorch/pytorch/blob/dc4db95540da06623c747bf0f2bf9f4af3d2925a/torch/optim/optimizer.pyi#L13

cc @vincentqb
Repository: godot
Issue: [3.x] Class extended from constant variable in another class doesn't show exports of parent class in Inspector
Labels: bug,topic:gdscript

Possibly related: #41625

**Godot version:**
```
3.2.3.stable.custom_build.662455ee8
```

**OS/device including version:**
```
$ uname -a
Linux pc 4.19.0-12-amd64 #1 SMP Debian 4.19.152-1 (2020-10-18) x86_64 GNU/Linux
```

**Issue description:**
When extending from a class that is preloaded in another class, the exported variables from the extended class are not visible.

**Steps to reproduce:**
Create the following files:
```gdscript
# a.gd

extends Node

export var foobar := 42 # This isn't visible
```
```gdscript
# namespace.gd

class_name Namespace

const A := preload("a.gd")
```
```gdscript
# b.gd

extends Namespace.A # This doesn't work
#extends "a.gd" # This works

export var qux := ":(" # This is visible
```

Attach `b.gd` to a Node. `qux` will be visible, `foobar` will not.

**Minimal reproduction project:**
[invisible_export.zip](https://github.com/godotengine/godot/files/5685610/invisible_export.zip)
Repository: youtube-dl
Issue: Supporting Old SWF Videos
Labels: site-support-request

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## Checklist

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- [x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.12.14**
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- [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

<!--
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://web.archive.org/web/20130413113853/http://www.youtube.com/watch?v=gW2D_Votd2Y
- Playlist: Anything on the Internet Archive


## Description

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I would like to be able to download the SWF video player from an Internet Archive version of youtube from around 2013?
If anyone can help, that would be very appreciated!
Repository: terminal
Issue: Neither TIOCGWINSZ nor 14t allow introspection of the window size in pixels
Labels: Product-Conhost,Area-Server,Area-VT,Product-Terminal,Issue-Scenario


# Environment

Windows 10 Pro 20H2 (amd64)

Latest Windows Terminal Preview, running either msys2 or wsl

# Steps to reproduce

compile and run the following code

```
#include <sys/ioctl.h>
#include <stdio.h>

int main (void)
{
    struct winsize ws;
    ioctl(1, TIOCGWINSZ, &ws);
    printf("rows: %d cols: %d xpixel: %d ypixel: %d\n", ws.ws_row, ws.ws_col, ws.ws_xpixel, ws.ws_ypixel);
}
```

Separately, send the xterm 14t sequence as documented in https://www.xfree86.org/current/ctlseqs.html :
```
 P s = 1 4 → Report xterm window in pixels as CSI 4 ; height ; width t
```

You can do that from a shell with:

```
echo -en "\033[14t\033\\"
```

# Expected behavior

Both should work and return identical non 0 values

On mintty for example:

```
$ /d/wingetsize.exe
rows: 27 cols: 88 xpixel: 1056 ypixel: 729
```

This means the terminal is 729x1056

On wsltty running debian (WSL) for example:

```
$ echo -en "\033[14t\033\\"
^[[4;480;880t
```

This means the terminal is 880x480

# Actual behavior

On a Windows Terminal running msys2:

```
$ /d/wingetsize.exe
rows: 25 cols: 98 xpixel: 0 ypixel: 0
```

The problem is not related to msys2 but purely Windows Terminal, as the above was obtained on a Windows Terminal running the exact same binaries and bash environment.

The absence of msys2 doesn't help: on a Windows Terminal running an official debian image (WSL) :

```
$ /mnt/d/wingetsize
rows: 21 cols: 84 xpixel: 0 ypixel: 0
```

To ignore any API issues, you can also try to send the specific xterm control sequence that should return the window size in pixels, and notice it returns nothing.

```
$ echo -en "\033[14t\033\\"
```

This properly returns the size on wsltty running debian-slim in WSL, so the problem is not related to WSL either:

<img width="224" alt="wsltty-example" src="https://user-images.githubusercontent.com/49044530/102041519-4ad7a500-3d95-11eb-8aaf-ddd770dbbcb1.png">

This issue may be related to #3718 (querying the colors via OSC) if you only consider the xterm control sequence. However the 0 values in TIOCGWINSZ is a tty ioctl, making this a wider problem, so I believe this is a separate issue.

At least one of these methods should work: introspection is required by some software to adjust their rendering to the actual space available on the terminal. 

The absence of TIOCGWINSZ also impacts issue #448, as explained more precisely in  https://github.com/microsoft/Terminal/issues/448#issuecomment-639003989 and illustrated in https://github.com/microsoft/Terminal/issues/448#issuecomment-707765406  : the screen size, along with the number of row and columns would allow inferring the font size, to avoid sixel images being stretched, squizzed, or a fraction of the correct size by sending them to the right size (in pixels) for their placeholder (in characters)
Repository: terminal
Issue: ZWJ Emoji (like "Ninja Cat") cannot be used in Icon field
Labels: Issue-Bug,Area-Settings,Product-Terminal,Priority-3

I can't set my icon to 🐱‍💻 but 🤖 works as expected. in terminal-preview.
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# Environment

```none
Windows build number: [run `[Environment]::OSVersion` for powershell, or `ver` for cmd]
Windows Terminal version (if applicable):
 Win32NT             10.0.19042.0 Microsoft Windows NT 10.0.19042.0
Any other software?
```

# Steps to reproduce

Set Icon property to a fancy zwj emoji.
<!-- A description of how to trigger this bug. -->

# Expected behavior

<!-- A description of what you're expecting, possibly containing screenshots or reference material. -->
 Icon should be the emoji.
# Actual behavior
json doesn't validate
<!-- What's actually happening? -->
Repository: godot
Issue: Make file_format.sh work only on changed files, and usable as pre-commit hook
Labels: enhancement,topic:buildsystem,topic:codestyle

**Godot version:**
`master` / `3.2`


**OS/device including version:**
Linux


**Issue description:**
`misc/scripts/file_format.sh` was added by @aaronfranke to handle some formatting issues which are not properly detected and fixed by `clang-format`.

There are however two big issues with it which regularly trip up contributors:

- [ ] It runs on the whole codebase, instead of running only on changed files, like pre-commit hooks and the previous Travis checks did. Thus it's very slow.
- [x] ~It's designed for CI use only (hence the above issue) and thus not usable locally - if you do use it locally, it just tells you what's wrong but doesn't provide you with the actual patch to fix the issues (unlike the pre-commit hooks which can fix your codebase for you).~ *Edit:* I was wrong, it does the changes locally, it just doesn't tell you about it clearly.
- [ ] There should ideally be a pre-commit hook so that contributors can have their code validated beforehand. But that doesn't seem trivial (see my first reply to this issue). Alternatively we could upload the patch file as artifact for users to apply locally, but I don't think we can apply artifacts on failed builds. We could possibly send the patch to a pastebin site so that it can be downloaded as a raw file and applied.

See the previous Travis script for clang-format: https://github.com/godotengine/godot/blob/3.2.1-stable/misc/travis/clang-format.sh

I had done quite some work to make it work as described above, this was lost when adding `file_format.sh` to replace it and migrating to GitHub Actions.

And pre-commit hook version: https://github.com/godotengine/godot/blob/3.2.1-stable/misc/hooks/pre-commit-clang-format

And another thing that should eventually be handled:

- [ ] It should be made cross-platform, at least the pre-commit hook version that should be created so that contributors can have commits that pass CI checks instead of doing trial and error.
Repository: pytorch
Issue: how could I print the log in source code
Labels: module: cpp,module: logging,triaged

I'm debuging the code build upon torch, so I want to see the log of source code in the stdout, such as the log below:
```c++
void ProcessGroupNCCL::ncclCommWatchdog() {
  try {
    ncclCommWatchdogInternal();
    LOG(INFO) << "[Rank " << rank_ << "] NCCL watchdog thread terminated normally";
  } catch (std::exception& e) {
    LOG(INFO) << "NCCL watchdog thread terminated with exception: " << e.what();
  } catch (...) {
    LOG(INFO) << "NCCL watchdog thread terminated with unknown exception";
  }
}
```

I found that it's controlled by the relative code of `c10/util/Logging.h`，can any one tell me how to set the flag to control the log level?

cc @yf225 @glaringlee
Repository: storybook
Issue: Add different viewMode for iframed stories on Docs Tab
Labels: bug,angular,core,addon: docs

**Is your feature request related to a problem? Please describe**
Inside the Canvas / Preview Tab, I globally want to wrap my stories and display a header (title and additional information). But I don't want to wrap them on the Docs Tab.

I tried to create a decorator and check if `StoryContext.viewMode == 'docs'` but as described in #12566, the viewMode is always `story` for iframed stories.

**Describe the solution you'd like**
Aa different `viewMode` for the iFrame should be used. Either `docsStory` inside the Docs Tab or `canvas` instead of `story` on the Canvas / Preview Tab.

**Describe alternatives you've considered**
Currently in my project, we wrap the component(s) inside the `template`, which means:
1. Redundancy (title, description, …) on the Docs Tab
2. Obstructing the component itself on the Docs Tab (only our wrapper/header is visible and the components move below the fold)
3. We don't have enough benefits to migrate from `storiesOf` to **CSF** or **MDX** now, because we would have to touch everything again when the angular integration is more matured.

**Are you able to assist to bring the feature to reality?**
Yes, I just don't understand the/all implications or strategic decisions.

**Additional context**
I use storybook together with angular. This means that currently there is no way to inline the story inside the docs.