sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: vscode
Issue: Stale semantic tokens across several files
Labels: feature-request,semantic-tokens

Meta: this is a complex issue touching VS Code APIs, LSP, the way LSP is bound to VS Code API in vscode-languageserver-node, and the way rust-analyzer implements LSP. It feels like there's some bug/design issue in one of the components, but its hard to pinpoint the culprit exactly. 

The problem is, if rust-analyzer just directly implements the spirit and letter of the LSP protocol, the user can observe inconsistent syntax highlighting: 

https://user-images.githubusercontent.com/1711539/127041106-f6e2c10b-b5f4-4795-af50-8359238aa0ab.mp4

In rust-analyzer, syntax highlighting of a file depends not only on the contents of the file itself, but also on the global state of the project, including contests of other files. A direct implementation of LSP results in an artifact, where modifications to file A don't cause highlights for file B to be recomputed. 

The way we work-around this is by issuing a `refresh` server->client notification on **every** change: 

https://github.com/microsoft/language-server-protocol/issues/1163#issuecomment-886936431

This, strictly speaking, violates the protocol (refresh should only be send for "project configuration" changes, like a user adding a new dependency to Cargo.toml). It also just feels silly: a client sends us a `DidChangeTextDocument` event, and the server immediately and unconditionally responds with `/refresh`, asking the client to send a bunch of follow-up requests. 

Not that this isn't a big problem in practice -- most of the time the results are OK in practice. But it does seem that the overall model of handling state has some gap. 

Note also that semantic tokens isn't the only API that's affected -- the same effect can be observed for code lens, for example.
Repository: flutter
Issue: Proposal to add a callback for open/close of a dropdown.
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

Couldn't find a way to track if the user has dismissed the already-open dropdown by tapping outside the dropdown dialog. I've gone through a bunch of related GitHub issues and SO question, but no luck. Please correct me if I'm wrong.

Ref - https://stackoverflow.com/questions/68726243/how-to-dismiss-an-open-dropdown-in-flutter
Repository: electron
Issue: [Feature Request]: Add support for arranging order of several minimized child windows in dock/taskbar(default is ascending).
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/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

I have several child windows in my electron app,  mostly some of them have different window titles(on title bar), it looks when we right-click app from dock/taskbar they are arranged in ascending order based on their title set, it will be good if developers have the option to control the order of windows as well.
Demo:
<img width="356" alt="Screenshot 2021-08-10 at 7 17 56 PM" src="https://user-images.githubusercontent.com/32488541/128880350-b08eb16a-1c5a-48ec-92be-e845ff85af0f.png">


### Proposed Solution

Should add support to arrange windows when we right-click on app

### Alternatives Considered

not applicable.

### Additional Information

not applicable
Repository: go
Issue: crypto/x509: support OIDs for tcg-kp (2.23.133.8)
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16.6 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes, according to the sources.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/user/.cache/go-build"
GOENV="/home/user/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/user/repos/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/user/repos/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.16.6"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build169247540=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?
I'm playing around TPM Endorsement Key certificates. One of the things I want to archive is to verify a EK certificate against the root CA. The function looks like
```
func (v *Verifier) VerifyEK(ekPem []byte) (bool, error) {
	block, _ := pem.Decode(ekPem)
	if block == nil {
		return false, errors.New("failed to parse certificate PEM")
	}

	ek, err := x509.ParseCertificate(block.Bytes)
	if err != nil {
		return false, fmt.Errorf("failed to parse certificate: %w", err)
	}

	opts := x509.VerifyOptions{
		Roots: v.ekRoots,
		Intermediates: v.ekIntermediates,
	}
	if _, err := ek.Verify(opts); err != nil {
		return false, fmt.Errorf("failed to verify certificate: %w", err)
	}

	return true, nil
}
```

### What did you expect to see?
I expect all **ExtKeyUsages** to be correctly parsed with **ParseCertificate**.

### What did you see instead?
`UnknownExtKeyIsage` of the **x509.Certificate** object (`ek`) is not empty. It contains **asn1.ObjectIdentifier**  2.23.133.8.1. Verification fails with `x509: certificate specifies an incompatible key usage`. The latter can be fixed by adding `KeyUsages: []x509.ExtKeyUsage{x509.ExtKeyUsageAny}` to `x509.VerifyOptions`.

### The reason
**crypto.x509** has **extKeyUsageOIDs**.
> extKeyUsageOIDs contains the mapping between an ExtKeyUsage and its OID

There is no any tcg-kp OID.

### The proposal
Add  tcg-kp OIDs to **extKeyUsageOIDs**. However, I understand that it can be excessive as there are plenty of other OIDs people may wish to add.
Repository: TypeScript
Issue: Support for directory named module
Labels: Suggestion,Awaiting More Feedback

When creating an application that follows atomic design, you usually want to create 1 folder per module, this folder containing both the tsx file and the scss file.

The issue is that, right now you're forced to either name your tsx files "index.tsx", so that you can import them using 'import "/path/to/DirectoryName"', but then it means that every single file module file in your project now have the same "index.tsx" name, which is a pain.

The other solution is to name your component files the same name as the folder, but now you have to specify the file name in the import. Exemple : 'import "/path/to/DirectoryName/DirectoryName".
But now you have import statements that are longer than needed, and it doesn't force you to name your tsx file correctly (unless you use CI), because it's not a default name anymore.

To have the best of both wold, we'd need for the default name to be either index.tsx or DirectoryName.tsx, so that we can do 'import "/path/to/DirectoryName"' to import /path/to/DirectoryName/DirectoryName.tsx

Webpack already supports this through this plugin : https://www.npmjs.com/package/directory-named-webpack-plugin (25k weekly downloads), so you can get an application that works using this kind of imports.

But the IDE's can't resolve the directory named imports, mostly because TS doesn't support it.

Adding support to this would be greatly appreciated.

This is been an issue for quite a long time, as been documented here : https://github.com/microsoft/TypeScript/issues/24116
This linked above issue also contains a proposed solution by @tylerkayser
@gaui 's comment summarizes that well : https://github.com/microsoft/TypeScript/issues/24116#issuecomment-399724546
Repository: vscode
Issue: Allow to configure environment variables for extension host
Labels: feature-request,extension-host

<!-- ⚠️⚠️ 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 got a really simple problem: often I open VS Code from a terminal, because I need to run `export PATH=...` in order to be able to use some extension inside of VS Code that uses a binary to work, e.g., [this Lilypond extension](https://marketplace.visualstudio.com/items?itemName=lhl2617.VSLilyPond), which works really well (thank you @lhl2617!), uses the `lilypond` external binary.

Perhaps a workspace could have environment variables in addition to project folders? :thinking:
Repository: flutter
Issue: [tools] `flutter run -d edge` fails to launch Edge only from terminal inside Android Studio 
Labels: tool,a: debugging,platform-web,browser: edge,P2,team-web,triaged-web

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
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      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. ...
2. ...
3. ...

## Logs

<details>
<summary>Logs</summary>

<!--
      Include the full logs of the commands you are running between the lines
      with the backticks below. If you are running any "flutter" commands,
      please include the output of running them with "--verbose"; for example,
      the output of running "flutter --verbose create foo".
-->

```
```

<!-- If possible, paste the output of running `flutter doctor -v` here. -->

```
```

</details>
Repository: go
Issue: x/tools/go/analysis: asmdecl false positives on AVX2 instructions
Labels: NeedsInvestigation,Tools,Analysis

go vet raises `invalid VPBROADCASTD of mask+24(FP); uint32 is 4-byte value` for `VPBROADCASTD mask+24(FP), Y0`.

Skimming the asmdecl source, this is because argument size is determined by the final character of the opcode (plus some special cases), but when AVX2 instructions were added, the decision was made to use the actual (ie: Intel's) name of each instruction.  I suspect there are other opcodes that also trigger false positives in this way.
Repository: go
Issue: x/arch/x86/x86asm: Inst.MemBytes is 0 for movsb/movsw/movsd/movsq instructions
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
1.15.8 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

Checked on play.golang.org, yes.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env

</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

```
package main

import (
	"log"
	"golang.org/x/arch/x86/x86asm"

)

func main() {
	// rep movsw [rdi], [rsi]
	bs := []byte{ 0x66, 0xf3, 0xa5 }
	
	inst, err := x86asm.Decode(bs, 64)
	if err != nil {
		log.Fatal(err)
	}
	
	log.Println(inst.MemBytes)
}
```

https://play.golang.org/p/PzsK1XpOgWZ

### What did you expect to see?

2

### What did you see instead?

0
Repository: PowerToys
Issue: Feature Request: Win+Shift+Arrows Moves Between Monitors, and Win+Z Moves to Last Fancy Zone?
Labels: Idea-Enhancement,Product-FancyZones

I love fancy zones, but since I run three monitors at work and four at home, win-left/right is great when I want to noodle between zones; but often I want to pull it over to my primary monitor for me to work with in full screen using a shortcut key.

If this feature exists somewhere, apologies for filing this.

I'd also love a shortcut key to put a window back in it's *last* fancy zone (Win+Z?, kinda like Ctrl-Z for undo?).  That way I can pull a window out of a fancy zone, make it full screen so I can work on it, and then Win+Z to warp it back to it's last holding zone -- I do this all the time manually with outlook/slack/etc.

Thanks for listening!
Repository: godot
Issue: Awaiting signal emitted from another thread causes a memory leak on exit
Labels: discussion,topic:core,topic:gdscript

### Godot version

4.0.dev (9d9161c)

### System information

Windows 10

### Issue description

When trying to `await` for a signal that is emitted from a different thread I get this error after closing the program:
```
ERROR: Condition "_first != nullptr" is true.
   at: SelfList<class GDScriptFunction>::List::~List (C:\Projects\Godot\master-custom_build\core/templates/self_list.h:106)
ERROR: Condition "_first != nullptr" is true.
   at: SelfList<class GDScript>::List::~List (C:\Projects\Godot\master-custom_build\core/templates/self_list.h:106)
```

and also this is sometimes printed to the console (not always):
```
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
     at: ObjectDB::cleanup (core\object\object.cpp:2004)
```

Tried to run editor with `--verbose` but it doesn't show any additional info related to the problem.

The code I used:

```gdscript
extends Node

signal thread_finished(p_thread: Thread)

func _ready() -> void:
	thread_finished.connect(_thread_finished, [], CONNECT_DEFERRED)
	
	var thread := Thread.new()
	thread.start(self, "thread_function", thread)
	
	print("Pausing _ready")
	await thread_finished
	print("Unpuased _ready")


func thread_function(p_thread: Thread) -> void:
	print("Hi from thread!")
	thread_finished.emit(p_thread)


func _thread_finished(p_thread: Thread) -> void:
	p_thread.wait_to_finish()

```

I also tried rewriting and running this in `3.3.2.stable` and `3.4.beta.3` and the errors didn't show up:

```gdscript
extends Node

signal thread_finished(p_thread)

func _ready() -> void:
	connect("thread_finished", self, "_thread_finished", [], CONNECT_DEFERRED)
	
	var thread := Thread.new()
	thread.start(self, "thread_function", thread)
	
	print("Pausing _ready")
	yield(self, "thread_finished")
	print("Unpuased _ready")
	
func thread_function(p_thread: Thread) -> void:
	print("Hi from thread!")
	emit_signal("thread_finished", p_thread)


func _thread_finished(p_thread: Thread) -> void:
	p_thread.wait_to_finish()
```

### Steps to reproduce

- Paste the first scripts (make sure it's the one with `await` keyword) into a new file
- Add it as autoload or attach to any node in a scene
- Run the program (hit F5 or F6)
- Close the program
- Check the console

or

- Download and open one of the reproduction project from below
- Run the program (hit F5 or F6)
- Close the program
- Check the console

### Minimal reproduction project

[await-memory-leak.zip](https://github.com/godotengine/godot/files/6963397/await-memory-leak.zip)
Repository: storybook
Issue: Extend autogenerated component documentation with custom documentation file(s)
Labels: feature request,addon: docs

**Is your feature request related to a problem? Please describe**
Automatically extend autogenerated component documentation with custom documentation file(s) and ways to customize it

**Describe the solution you'd like**
1) More ways to easily remix the autogenerated documentation with a custom documentation file (.mdx) or multiple ones (?)
2) A global way to define this automatic extension
3) Allow the users to modify this custom documentation from the Storybook interface (display a pen icon which will convert the current documentation content into a markdown editable one)
4) Add ways to customize the documentation (example below)

**Additional context**
Today Storybook allows users to customize their documentation but it becomes hardly flexible when it comes to group up autogenerated and custom documentation files together

I've succeeded to extend the current autogenerated documentation (on the same page) this way:
![image](https://user-images.githubusercontent.com/10064887/128908208-dc350395-74e3-4afc-b229-b05fdabcf93c.png)
![image](https://user-images.githubusercontent.com/10064887/128908088-28493b5a-b255-45f9-9d06-ffafa194ebef.png)
By adding a <Documentation /> tag which references to a .mdx file located in my component folder

1) I've been able to achieve my goal which was to add a custom documentation file to the autogenerated documentation provided by default by Storybook. But I have to "hack" the current implentation, remixing docs pages using docs blocks in every component story

2) I would like to automate this behavior (remixing docs pages) to all my components so I don't need to redefine it at the story level everytime. Maybe allowing an option inside the preview.js by passing the name of the documentation files used (?). Another way could be to use a decorator but the context is lost on the global level and I don't see how to achieve this behavior

3) The goal here is to allow non-technical people to edit the documentation without the need to install the entire project. Let's say a designer wants to add some additional information about how to use the component, with the current implement it's not possible

4) Let's say we've customized our Checkbox component with a custom file documentation, the content is showing up after the autogenerated one:
![image](https://user-images.githubusercontent.com/10064887/128911036-b82246c7-02d4-43fc-9107-7c9c1492613a.png)
![image](https://user-images.githubusercontent.com/10064887/128911104-35a006da-ee79-4604-a864-6f1f21fb2d07.png)

I would like to be able to have a summary content on the top of my page to be able to quickly access the information I want:
![image](https://user-images.githubusercontent.com/10064887/128910946-c99666aa-e17b-4e0c-aaf6-4a8df1439b63.png)

How would I be able to to that with the current SB implementation? The only way I see is to override the way SB works
Repository: youtube-dl
Issue: Error while downloading Vimeo Staff Picks
Labels: duplicate

Hi 
I'm trying to download all Vimeo Staff Picks videos but I get this error .
is this even possible?

[vimeo:channel] staffpicks: Downloading page 1257
[vimeo:channel] staffpicks: Downloading page 1258
[vimeo:channel] staffpicks: Downloading page 1259
[vimeo:channel] playlist Vimeo Staff Picks: Downloading 15099 videos
[download] Downloading video 1 of 15099
[vimeo] 585385587: Downloading webpage
ERROR: Unable to extract config URL; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
Traceback (most recent call last):
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpkqxnwl31\build\youtube_dl\YoutubeDL.py", line 815, in wrapper
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpkqxnwl31\build\youtube_dl\YoutubeDL.py", line 836, in __extract_info
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpkqxnwl31\build\youtube_dl\extractor\common.py", line 534, in extract
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpkqxnwl31\build\youtube_dl\extractor\vimeo.py", line 683, in _real_extract
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpkqxnwl31\build\youtube_dl\extractor\common.py", line 1021, in _html_search_regex
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpkqxnwl31\build\youtube_dl\extractor\common.py", line 1012, in _search_regex
youtube_dl.utils.RegexNotFoundError: Unable to extract config URL; please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
Repository: excalidraw
Issue: hachure SVG Export Error 
Labels: bug,freedraw

Exporting the attached, the SVG will be created, however, an error will be thrown in the console.log. In the case of drawings with lots of freehand lines, the control.log is flooded with error messages. But not all freehand lines will result in this error.

![image](https://user-images.githubusercontent.com/14358394/128916422-a96a536d-6b94-4978-9c64-fe787473aa68.png)

[svgExportError.zip](https://github.com/excalidraw/excalidraw/files/6963761/svgExportError.zip)
Repository: pytorch
Issue: Use pytorch-probot for PyTorch-specific stuff + MOTD in Dr. CI comment
Labels: triaged,module: infra,needs design

Right now we use Dr. CI's fb-internal code to write out the docs link and link to the hud.pytorch.org PR page on each PR. 

![image](https://user-images.githubusercontent.com/9407960/128919082-fd69708c-b07b-49d0-b12f-aff07813b263.png)

This works OK, but if we want to add temporary messages or other information (like the ciflow test plan eventually), it becomes pretty cumbersome to have this live in FB code. The Dr. CI comments are now delimited with `<!-- dr-ci-comment-start -->` and `<!-- dr-ci-comment-end -->`. We can use this to write our own specific information with PyTorch probot without having it be overwritten by Dr. CI

cc @pytorch/pytorch-dev-infra