sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: [Settings]: In Scan mode, Screen Reader focus is going unnecessary on 'Button text' inside Add new a profile page. 
Labels: Issue-Bug,Area-Accessibility,Product-Terminal,Priority-3,HCL-E+D,A11yWCAG,HCL-WindowsTerminal,A11yCO,A11ySev3

### Windows Terminal version

1.12.3472.0

### Windows build number

10.0.22504.1010

### Other Software

**Test Environment:**
OS: Windows 11 Version Dev (OS Build 22504.1010)
App: Windows Terminal Preview
Screen Reader: Narrator
Tool: Accessibility Insights for Windows Version 1.1.1741.1

### Steps to reproduce

**Repro Steps:**
1. Open Windows Terminal.
2. Open Settings page using 'Ctr+,'.
3. Open Narrator using 'Win+Ctrl+ Enter' key. Turn ON Narrator scan mode using 'Caps lock + Space' key.
4. Navigate to 'New Empty profile' and 'Duplicate' button using up/down arrow keys and observe the issue.

**User Experience:**
Screen Reader users UX will not be good if Screen Reader focus is going unnecessary on 'Button text if button name info is already announced with button control. 

**Guideline Reference:**
https://www.w3.org/WAI/WCAG21/Understanding/meaningful-sequence

**Attachments:**
[In Scan mode, Screen Reader focus is going unnecessary on 'Button text' inside Add new a profile page..zip](https://github.com/microsoft/terminal/files/7755031/In.Scan.mode.Screen.Reader.focus.is.going.unnecessary.on.Button.text.inside.Add.new.a.profile.page.zip)


### Expected Behavior

In Scan mode, Screen Reader focus should not go unnecessary on 'Button text' inside Add new a profile page as button information is already announced with control.

### Actual Behavior

In Scan mode, Screen Reader focus is going unnecessary on 'Button text' inside Add new a profile page. 
i.e. On pressing 'first' down arrow key on 'New empty profile', Screen Reader is announcing 'Create New button button'.
On pressing 2nd down arrow key Screen Reader focus goes on 'New Empty profile' text and read it.

**Observation:** Not able verify with NVDA Screen Reader as its browse mode does not work in app.
Repository: pytorch
Issue: JIT: wrong list/tuple length if using Union
Labels: oncall: jit,Stale

### 🐛 Describe the bug

```python
import torch
print(torch.__version__)
from typing import Union, List, Tuple

def foo(arg: Union[List[float], Tuple[float, float]]) -> Union[List[float], Tuple[float, float]]:

    print(arg, len(arg))

    if len(arg) != 2:
        raise ValueError(f"Argument should be a sequence of length 2, got {len(arg)}")

    return arg


if __name__ == "__main__":
    s_foo = torch.jit.script(foo)
    s_foo([2.0, 3.0])

> 
1.11.0.dev20211217+cu111
[2., 3.] 1
Traceback (most recent call last):
  File "temp/check_jit_list_length.py", line 17, in <module>
    s_foo([2.0, 3.0])
torch.jit.Error: The following operation failed in the TorchScript interpreter.
Traceback of TorchScript (most recent call last):
  File "temp/check_jit_list_length.py", line 10, in foo

    if len(arg) != 2:
        raise ValueError(f"Argument should be a sequence of length 2, got {len(arg)}")
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <--- HERE

    return arg
RuntimeError: Argument should be a sequence of length 2, got 1
```

Expected to have length equal 2.

### Versions

PyTorch: 1.11.0.dev20211217+cu111
Repository: pytorch
Issue: `TensorIterator`: provide a two-argument version of `set_output`
Labels: triaged,module: TensorIterator,module: structured kernels

### 🚀 The feature, motivation and pitch

Working on porting an op to `TensorIterator`.

With a non-`TensorIterator` structured kernel, I'm able to use a two-argument version of `set_output` as described in the [structured kernel RFC](https://github.com/pytorch/rfcs/blob/rfc-0005/RFC-0005-structured-kernel-definitions.md#functions-to-define).

I've tried doing the same in the `META` kernel that uses `TensorIterator` and I get an error saying that this two-argument variant is not found.

I think it happens because the method is looked up in the `TensorIterator` class first, which simply doesn't have this declaration. I think you can still reach the two-argument one by doing `MetaBase::set_output(input1.sizes(), input1.options());`, but it seems too verbose to me. So I'm suggesting to add a two-argument version.

It may not sound like a big deal, but it took me a while to figure this out (because there are so many moving parts). I initially assumed that one of the arguments to `set_output` was wrong. Then I started checking whether anything changed recently WRT to `set_output`. So not ideal, IMO.

Here's an example for a `META` kernel that uses `TensorIterator`:

```cpp
  // auto shape = at::infer_size(input1.sizes(), input2.sizes());  // was using this originally hence the confusion
  MetaBase::set_output(input1.sizes(), input1.options());  // this compiles
  // set_output(input1.sizes(), input1.options());  // this doesn't compile, I'm proposing to add this one
  set_output(0, input1.sizes(), {}, input1.options(), {}); // this compiles as well, but verbose
```

Relevant declarations:
- https://github.com/pytorch/pytorch/blob/70ed4f3ffc0af1e12f9da7f64104c9631a6d70ef/aten/src/ATen/TensorIterator.h#L575 (no two-argument version)
- https://github.com/pytorch/pytorch/blob/70ed4f3ffc0af1e12f9da7f64104c9631a6d70ef/aten/src/ATen/TensorMeta.h#L62

cc @Lezcano @bdhirsh @ysiraichi 

### Alternatives

_No response_

### Additional context

_No response_
Repository: flutter
Issue: Error in service hardware_keyboard.dart throws Null check operator used on a null value. 
Labels: a: text input,c: crash,platform-android,framework,a: error message,a: production,P2,team-android,triaged-android

In our application, for production, we caught an error in the service
hardware_keyboard.dart:

flutter 2.8

Null check operator used on a null value

```
#0  KeyEventManager._convertRawEventAndStore (package:flutter/src/services/hardware_keyboard.dart:902)\n
#1      RawKeyboard.handleRawKeyEvent (package:flutter/src/services/raw_keyboard.dart:678)\n
#2      KeyEventManager.handleRawKeyMessage (package:flutter/src/services/hardware_keyboard.dart:818)\n
#3      BasicMessageChannel.setMessageHandler.<anonymous closure> (package:flutter/src/services/platform_channel.dart:77)\n
#4      BasicMessageChannel.setMessageHandler.<anonymous closure> (package:flutter/src/services/platform_channel.dart:76)\n
#5      _DefaultBinaryMessenger.setMessageHandler.<anonymous closure> (package:flutter/src/services/binding.dart:389)\n
#6      _DefaultBinaryMessenger.setMessageHandler.<anonymous closure> (package:flutter/src/services/binding.dart:386)\n
#7      _invoke2.<anonymous closure> (dart:ui/hooks.dart:189)\n
#8      _rootRun (dart:async/zone.dart:1428)\n#9      _CustomZone.run (dart:async/zone.dart:1328)\n#10     _CustomZone.runGuarded (dart:async/zone.dart:1236)\n
#11     _invoke2 (dart:ui/hooks.dart:188)\n
#12     _ChannelCallbackRecord.invoke (dart:ui/channel_buffers.dart:42)\n
#13     _Channel.push (dart:ui/channel_buffers.dart:132)\n
#14     ChannelBuffers.push (dart:ui/channel_buffers.dart:329)\n
#15     PlatformDispatcher._dispatchPlatformMessage (dart:ui/platform_dispatcher.dart:544)\n
#16     _dispatchPlatformMessage (dart:ui/hooks.dart:83)
```
Repository: svelte
Issue: set_custom_element_data: Cannot use 'in' operator to search for 'item' in undefined
Labels: custom element

### Describe the bug

After upgrading from 3.44.2 to 3.44.3 one of the components I work on has broken with this error.

We use svelte to output custom elements.

### Reproduction

https://github.com/TommasoAmici/svelte-error

### Logs

```shell
Uncaught TypeError: Cannot use 'in' operator to search for 'item' in undefined
```

![image](https://user-images.githubusercontent.com/424525/146931291-9bccb921-a4a7-45d1-86cc-b36a8aec8062.png)

```js
function set_custom_element_data(node, prop, value) {
    if (prop in node) {
        node[prop] = typeof node[prop] === 'boolean' && value === '' ? true : value;
    }
    else {
        attr(node, prop, value);
    }
}
```


### System Info

```shell
System:
    OS: macOS 11.6
    CPU: (16) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
    Memory: 706.83 MB / 32.00 GB
    Shell: 5.8 - /bin/zsh
  Binaries:
    Node: 16.13.1 - /usr/local/Cellar/node@16/16.13.1/bin/node
    Yarn: 1.22.17 - /usr/local/bin/yarn
    npm: 8.1.2 - /usr/local/Cellar/node@16/16.13.1/bin/npm
    Watchman: 2021.12.20.00 - /usr/local/bin/watchman
  Browsers:
    Chrome: 96.0.4664.110
    Edge: 96.0.1054.62
    Firefox Developer Edition: 96.0
    Safari: 15.2
    Safari Technology Preview: 15.4
  npmPackages:
    rollup: ^2.61.1 => 2.61.1 
    svelte: ^3.44.3 => 3.44.3
```


### Severity

blocking an upgrade
Repository: angular
Issue: Docs Feature Request: Line added highlights
Labels: feature,feature: under consideration,area: docs-infra

### Description

Thank you for the great documentation and examples, Dave and team!

It can help with context-awareness while learning to show what changed in a bulk of code by highlighting just the lines that have changed. We do this in CSS-Tricks to show particular lines of code that are of interest:

<img width="995" alt="CleanShot 2021-12-21 at 08 07 29@2x" src="https://user-images.githubusercontent.com/2281088/146952429-9a2b27cb-42ad-4563-b2fe-a452579b107f.png">
 
Happy to help with a PR.

### What is the affected URL?

https://angular.io/start/start-forms
Repository: rust
Issue: Make sure dead function stubs are always included in the final binary
Labels: C-enhancement,T-compiler,A-code-coverage

Currently, when generating dead function stubs for code coverage, we pick a CGU to put them in by looking for exported symbols which makes it more likely the linker will pull the CGU's object file into the final assembly. However, if the linker doesn't actually need any of the exported symbols in the object file, it won't include it in the final assembly. This matters for code coverage because without the dead function stubs being included in the final binary, the code coverage tools won't know about these functions and it will artificially inflate coverage numbers. 

In order to truly resolve this, we need to make sure the object file (CGU) containing the dead function stubs is included in the final binary. This will probably require forcing these function symbols to be included via `-u` or `/include` linker args.

(Created based on discussions in #92142)
Repository: flutter
Issue: [in_app_purchase] add `appAccountToken` to PurchaseOption
Labels: c: new feature,platform-ios,p: in_app_purchase,package,c: proposal,P3,team-ios,triaged-ios

## Use Case

It makes it easier to detect which user has subscribed on your backend, because this field will be returned in apple receipt data.

Without it, users can abuse one apple id with many accounts in your app. And every account will get subscriptions from the "restore purchases" button.

## Proposal

Add `appAccountToken` to PurchaseOption in IOS.
Apple added it in StoreKit 2.

## Additional information

Please check:
https://developer.apple.com/documentation/storekit/product/purchaseoption/3749440-appaccounttoken
https://developer.apple.com/documentation/appstorereceipts/app_account_token
Repository: PowerToys
Issue: Navigating through directories with only 1 folder auto opens child folder
Labels: Idea-New PowerToy,Product-Window Manager

### Description of the new feature / enhancement

When adding paths to the PATH variable, when you navigate using the explorer, it will auto open directories that only contain a single directory inside of them.  Thus making it easier to find what you are looking for quicker.

VSCode does something similar, when opening a folder with only 1 other folder inside of it, it will concat the nested folders names together and auto open all the inner folders until it opens a directory that has something other than just 1 other folder.

It would be nice to have a tool that does this for the File Explorer.  Maybe not as default behavior, but as something that you can toggle on so that we can skip the middle folders and get straight to the content we were looking for.

### Scenario when this would be used?

When navigating through different program paths in Program Files or AppData, many companies have folder structures where there are several directories that only contain a single folder between the top level folder and where the actual files are located.  It takes several seconds waiting for the UI to refresh and then click on the next folder.  This compounds when there are some that have 4 or 5 single folder directories before finally showing the actual files.  This could save valuable time when navigating around.

### Supporting information

_No response_
Repository: vscode
Issue: Glyph margin tooltips don't overflow the editor
Labels: feature-request,editor-rendering

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.63.1
- OS Version: Windows 11

Steps to Reproduce:

1. Create a decorator that has a very tall `glyphMarginHoverMessage` (e.g. via an extension or using Monaco)
2. Notice that if the editor is too small the tooltip gets cut off:
    ![image](https://user-images.githubusercontent.com/67761731/146974099-d049842f-27a0-478d-9d70-22cbc6daeb6b.png)

This is important to me because I am using Monaco editors that are automatically resized to the number of lines, so they can be very short and run into this problem even with relatively short tooltips.
Repository: godot
Issue: _physics_process(delta) gains cumulative time on window minimization
Labels: discussion,topic:physics,needs testing

### Godot version

3.4-stable and 3.4.1.rc3

### System information

Windows 10, GLES2

### Issue description

This is a port of a problem in [this godot proposal](https://github.com/godotengine/godot-proposals/issues/3612) asking for a known (or controllable) level of consistency between the cumulative times when summing the delta values in `_physics_process(delta)` and the real time.  Any attempt to do network gaming with shared physics processing will be hopeless unless we can rely on these to match.

Basically I am summing up the value of the `delta` and subtracting the `get_ticks_msec()*0.001` from it and finding that when the window is minimized we can gain up to half a second.  

```GDScript
func _physics_process(delta):
	cumulativetime += delta
	var t = OS.get_ticks_msec()*0.001
        ....
        print(OS.get_time(), " ", cumulativetime - t)
```


> 1 {hour:17, minute:58, second:9} -0.444 
> 2 {hour:17, minute:58, second:10} -0.444 
3 {hour:17, minute:58, second:11} -0.444  
4 {hour:17, minute:58, second:12} -0.444  
5 {hour:17, minute:58, second:13} -0.444  
---- Window minimized
6 {hour:17, minute:58, second:14} -0.232  
7 {hour:17, minute:58, second:14} 0.099  
8 {hour:17, minute:58, second:15} 0.099  
9 {hour:17, minute:58, second:16} 0.098  
10 {hour:17, minute:58, second:17} 0.097001  
11 {hour:17, minute:58, second:18} 0.097001  
---- Window restored
12 {hour:17, minute:58, second:19} 0.089001  
13 {hour:17, minute:58, second:20} 0.089001  
14 {hour:17, minute:58, second:21} 0.089001  
15 {hour:17, minute:58, second:22} 0.089001  


### Steps to reproduce

Run the minimal reproduction project below and minimize the game window after it has run for a few seconds.  Then restore it after a few seconds more.  A graph of the discrepancy will be plotted in the Line2D



### Minimal reproduction project
[physics_process_problem.zip](https://github.com/godotengine/godot/files/7757242/physics_process_problem.zip)
Repository: electron
Issue: [Feature Request]: Add frame coordinates to DesktopCapturerSource
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

The desktopCapturer API provides the ability to capture thumbnails of either screens or windows. When a window is captured, there's no data available to discover which screen it was shared from. If you wanted to present a BrowserWindow on the same screen as the window being captured, it wouldn't currently be possible.

### Proposed Solution

Under the hood, desktopCapturer relies on WebRTC's desktop capturers to source thumbnails. Each capturer produces a [`webrtc::DesktopFrame`](https://source.chromium.org/chromium/chromium/src/+/main:third_party/webrtc/modules/desktop_capture/desktop_frame.h) which has a top-left position set accessible with `webrtc::DesktopFrame::top_left()`. `webrtc::DesktopFrame::size()` is also accessible which might be helpful for determining the center point of a captured window.

Exposing these values in `DesktopCapturerSource` as x, y, and size properties would provide the ability to know which screen a window is being captured on.

This work would likely require expanding desktop_media_list.patch

### Alternatives Considered

None

### Additional Information

_No response_
Repository: godot
Issue: Vulkan: WorldEnvironment Energy does not scale sky-contributed ambient lighting (unlike `3.x`)
Labels: bug,topic:rendering,regression,topic:3d

### Godot version

4.0.dev (489f11ee0)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

### Issue description

Unlike `3.x`, WorldEnvironment Energy in `master` does not scale sky-contributed ambient lighting. Decreasing Sky Contribution _will_ darken ambient lighting as expected (like in `3.x`), but it's still not affected by an Energy greater than 1.0 or lower than 1.0.

This may have been a design decision, but in this case, it should be documented in the WorldEnvironment class reference.

https://user-images.githubusercontent.com/180032/146980675-5e6bb060-6a67-459f-937d-7100e6fa80d9.mp4

In contrast, a non-default energy value will brighten or darken sky-contributed lighting (regardless of how much light is being contributed):

https://user-images.githubusercontent.com/180032/146981342-7fb42af4-a6a6-4c70-889e-b7bae70bbe0c.mp4

### Steps to reproduce

- Add a MeshInstance3D node where ambient lighting can be seen.
- Add a DirectionalLight3D node then hide it to prevent the default light from influencing results.
- Add a WorldEnvironment node with a PanoramaSkyMaterial.
- Decrease Ambient Light Energy and notice it has no effect unless a custom (non-black) ambient color is used.

### Minimal reproduction project

[test_environment_sky_contribution_master.zip](https://github.com/godotengine/godot/files/7757313/test_environment_sky_contribution_master.zip)
Repository: material-ui
Issue: [docs] Need to implement router for dashboard example 
Labels: new feature,docs

Hi, 

I really couldn't a the proper way to implement routing to this doc's example [Dashboard](https://github.com/mui-org/material-ui/tree/master/docs/src/pages/getting-started/templates/dashboard) without messing the code and change entirely, so if someone would make a simple working example with nested dropdowns on this it would be much appreciated! 

Thanks.
Repository: electron
Issue: [Bug]: Can't resize BrowserWindow from the bottom edge when it's been shrunk down to the minimum height with a BrowserView inside of it
Labels: bug :beetle:,component/BrowserView,component/BrowserWindow

### 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.

### Electron Version

16.0.5

### What operating system are you using?

Windows

### Operating System Version

Windows 10

### What arch are you using?

x64

### Last Known Working Electron version

n/a

### Expected Behavior

I have a BrowserView inside of a BrowserWindow. The BrowserView is offset by a number of pixels from the top, and the BrowserWindow's minimum height is set to that number of pixels (so I can shrink the window down to the height of the BrowserWindow section that's not part of the BrowserView [like a custom toolbar]).

If I resize the window to the minimum height, I expect to be able to resize the window by dragging from the bottom side of the window.

### Actual Behavior

If I resize the window to the minimum height, I can't resize it anymore by dragging from the bottom side of the window. I have to resize from the corner.

### Testcase Gist URL

https://gist.github.com/2b49e6725aff2d6cb3cf5bc126f42add

### Additional Information

I can work around this by setting the minimum height to 1 pixel more than the height of the titlebar/BrowserWindow section.

main.js:
```
(async () => {
	const { app, BrowserWindow, BrowserView } = require("electron");
	app.on("window-all-closed", async () => {
		app.quit();
	});

	await app.whenReady();
	const mainWindow = new BrowserWindow();
  mainWindow.removeMenu();
  mainWindow.setMinimumSize(0, 50 + (mainWindow.getSize()[1] - mainWindow.getContentBounds().height));
  await mainWindow.loadFile("./index.html");

  const bv = new BrowserView();
  bv.setBounds({ x: 0, y: 50, width: mainWindow.getContentBounds().width, height: mainWindow.getContentBounds().height });
  bv.setAutoResize({ width: true, height: true });
	await bv.webContents.loadURL("https://google.com");

  mainWindow.setBrowserView(bv);
})();
```

index.html:
```
  <body style="background-color:blue">
    <h1>Hello World!</h1>
  </body>
```
![1px](https://user-images.githubusercontent.com/6374473/146993664-57e3c693-3197-41e8-9a48-593b7e2b4370.gif)