sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Take a screenshot and identify the formula and convert it to latex format
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

Take a screenshot and identify the formula and convert it to latex format
Microsoft ink formula has a high recognition rate, but it needs to be handwritten by users. Can the recognition function of Microsoft ink formula be used to identify the printed formula in the screenshot?

### Scenario when this would be used?

Microsoft ink formula has a high recognition rate, but it needs to be handwritten by users. Can the recognition function of Microsoft ink formula be used to identify the printed formula in the screenshot?

### Supporting information

Microsoft ink formula has a high recognition rate, but it needs to be handwritten by users. Can the recognition function of Microsoft ink formula be used to identify the printed formula in the screenshot?
Repository: storybook
Issue: [Bug]: Illegal value for check argType from url query params
Labels: bug,addon: controls

### Describe the bug

`@storybook/html: 6.5.13`

"check" argTypes do not works in standalone iframe.

Url parsing to get args values warn `Received illegal value for…`

### To Reproduce

Given a story with argType type "check":

```js
export default { title: 'test' };

const template = (knobs) => `<div>${knobs.options.join(', ')}</div>`;

export const story = template.bind({});

const samplesOptions = {
  option1: 'First option',
  option2: 'Second option',
  option3: 'Third option',
};

story.args = {
  samples: [],
};

story.argTypes = {
  samples: {
    name: 'Samples',
    control: {
      type: 'check',
      labels: samplesOptions,
    },
    options: [...Object.keys(samplesOptions)],
  },
};
```

When the user select an option for the "samples" controls, the url iframe is :
`http://localhost:6006/iframe.html?viewMode=story&id=test--story&args=samples[0]:option1;`

It's properly displayed but if we open it in a new browser tab or window (using (or not) the eject button) the page log an error : 
> `Received illegal value for 'samples[0]'. Supported options: 'option1', 'option2', 'option3'`


### System

```shell
Environment Info:

  System:
    OS: macOS 12.6
    CPU: (8) x64 Intel(R) Core(TM) i5-8257U CPU @ 1.40GHz
  Binaries:
    Node: 16.13.2 - ~/.nvm/versions/node/v16.13.2/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.13.2/bin/yarn
    npm: 8.13.2 - ~/.nvm/versions/node/v16.13.2/bin/npm
  Browsers:
    Chrome: 107.0.5304.87
    Safari: 15.6.1
```


### Additional context

_No response_
Repository: rust
Issue: Document query internals
Labels: T-compiler,A-docs,A-query-system

`rustc_query_impl` and `rustc_query_system` are *complicated*. We should have a document somewhere that explains how they work internally.

We used to have a very short sketch of that in the dev-guide, but it was removed in https://github.com/rust-lang/rustc-dev-guide/pull/1483/commits/552de587a740d388a48726fe427b9c690927c79c because it wasn't clear that it was an implementation detail and not user-facing.

My short summary (I'll try and update this later):
- Queries are defined in https://github.com/rust-lang/rust/blob/b0f3940c35d565399dccf8c79f38147b40f2724a/compiler/rustc_middle/src/query/mod.rs#L1-L5 using the `rustc_queries` macro.
- `rustc_queries` is defined in https://github.com/rust-lang/rust/blob/b0f3940c35d565399dccf8c79f38147b40f2724a/compiler/rustc_macros/src/query.rs#L293 It outputs another `rustc_query_append` macro, as well as two modules: https://github.com/rust-lang/rust/blob/b0f3940c35d565399dccf8c79f38147b40f2724a/compiler/rustc_macros/src/query.rs#L357-L374
- `rustc_query_append` is called in various places around the compiler. It takes *another* macro as its input, then calls that macro with the token stream emitted by `rustc_queries`. This emulates eager expansion.
- The primary callers of `rustc_query_append` are `rustc_middle::define_callbacks` https://github.com/rust-lang/rust/blob/d933092dc507b11a7e5013616128161a76c6f113/compiler/rustc_middle/src/ty/query.rs#L177 and `rustc_query_impl::define_queries` https://github.com/rust-lang/rust/blob/24ce4cfa205da0afc8500684465bf8158bd4adae/compiler/rustc_query_impl/src/plumbing.rs#L444

There are 3 main crates involved in defining queries, other than rustc_macros.
1. `rustc_query_system` comes earliest in the dependency graph. It defines various traits along with some helper functions. It is very fast to compile. We may want to rename this to rustc_query_traits at some point.
2. `rustc_middle` comes next and depends on query_system. It defines TyCtxt and various helper functions that are used elsewhere in the compiler; this is the first place we can invoke `rustc_queries`, since before this we don't have access to TyCtxt. This is slow to compile but not because of the query system, it's just big.
3. `rustc_query_impl` depends on rustc_middle. It implements the traits in rustc_query_system for the queries declared in rustc_middle. It takes an extremely long time to compile.

Because query_impl takes so long to compile, we don't depend on it anywhere except for rustc_interface. In particular, we use function pointers and dynamic dispatch as necessary so that rustc_middle and later crates don't need to depend on query internals.

cc @cjgillot @Nilstrieb
Repository: PowerToys
Issue: Turn off or disable certain monitors using keyboard shortcuts in a multi-monitor setup
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

Turn off or disconnect certain monitors using customizable keyboard shortcuts to conserve electricity.

### Scenario when this would be used?

I have my laptop sitting on the table. I extend the laptop screen to a 35inch ultrawide screen right above it and two 24 inch monitors side by side on top of the ultrawide. 

I use my laptop monitor and ultrawide 100% of the time. I use the 3rd monitor 40% of the time and 4th monitor 15% of the time. I wish there is a way to disable extending to certain monitors with keyboard shortcuts. I'm currently turning off the power by hand. 
However, it gets annoying when certain application opens in the powered off monitors. Then I have to turn it back on, drag application over, and turn off the monitor. 

### Supporting information

_No response_
Repository: godot
Issue: Godot 4 TileSet does not support editing galleries that contain tiles of different sizes.
Labels: discussion,topic:editor,topic:2d

### Godot version

4.0-Beta4

### System information

GLES2

### Issue description

Starting with Godot 4 (the current version of Beta 4), TileSet still does not support editing galleries that contain tiles of different sizes. I can't edit it from the TileSet editor and can't find the associated API. It's supported in Godot 3 TileSet, which caused me to run into an unachievable bottleneck when migrating my project to 4.0. When I split the atlas into AtlasTexture and import it into Godot 4 TileSet, a total of 13M resources, when it ran it took up 350M of running memory, which is obviously not normal. On Godot 3, it only takes up 28M of running memory.
Key points of the issue: So far, Godot 4 does not support editing atlases that contain tiles of different sizes.
 I hope you can pay attention to this problem.
 Thank you very much.

### Steps to reproduce

1. Import an image set containing blocks of different sizes
2. New TileMap
3. New TileSet
4. Create TileSetAtlasSouce
5. I found that I could only create blocks of one size, and I hit a bottleneck.
6. When I split the atlas into AtlasTexture and saved it locally, and then repeated this step, it took up a lot of memory, more than 20 times the size of my resources.

### Minimal reproduction project

暂无
Repository: flutter
Issue: `flutter upgrade` fails on Windows/ARM because of locked cache folder
Labels: c: regression,tool,platform-windows,P2,platform-host-arm,team-tool,triaged-tool

## Steps to Reproduce

Running Flutter on Windows ARM, `flutter upgrade` on the `master` channel doesn't work because the cache directory gets locked during the install process. 

## Logs
This is from a freshly-rebooted machine which has not run VSCode, Flutter or Dart since the reboot.

<details>

```
Checking Dart SDK version...
Downloading Dart SDK from Flutter engine 0886c7d0b169690a05d4c39f9d6ae59200081756...
Rename-Item: C:\src\flutter\bin\internal\update_dart_sdk.ps1:52
Line |
  52 |      Rename-Item $dartSdkPath "$oldDartSdkPrefix$oldDartSdkSuffix"
     |      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     | Access to the path 'C:\src\flutter\bin\cache\dart-sdk' is denied.

Error: Unable to update Dart SDK. Retrying...
ERROR: Input redirection is not supported, exiting the process immediately.
Checking Dart SDK version...
Downloading Dart SDK from Flutter engine 0886c7d0b169690a05d4c39f9d6ae59200081756...
Terminate batch job (Y/N)? y

[C:\src\win32] rd /s \src\flutter\bin\cache
\src\flutter\bin\cache, Are you sure (Y/N)? y

[C:\src\win32] flutter upgrade
Checking Dart SDK version...
Downloading Dart SDK from Flutter engine ...
Expanding downloaded archive...
Building flutter tool...
Running pub upgrade...
... proceeds to complete successfully
```

</details>

## Expected results

Flutter should obviously be able to delete the folder. For some reason, rename fails but delete succeeds. I wonder if we need a fallback option where if the rename fails, we just blow the cache away? 

## Further details

The machine I'm using is a MacBook Air M2 with Parallels Desktop 18, hosting a Windows 11 22H2 ARM-based VM. I've observed this for some months, so it's a recent regression. Flutter was installed originally with a `git clone` from the flutter/flutter repo. Process Explorer shows no exclusive handles held on files in the cache folder.
Repository: godot
Issue: Selecting multiple nodes doesn't work in the import window of 3d models, unable to edit multiple nodes at the same time.
Labels: enhancement,topic:editor,topic:import

### Godot version

4.0 b3 c#

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

When you open the import window of a 3d model you can't select multiple nodes thus you can't edit multiple at the same time.

I'd like to edit multiple nodes at the same time, for example in my case I have dozens of parts of a model (world level) and I need to generate a collision shape for it all but right now it's only possible by going node by node instead of selecting all of them and checking the generate button for the collision shapes and be ok with it (should I also open a proposal for multi editing like this in a separate thread in proposals?)

### Steps to reproduce

Open a model which is made of multiple parts, try selecting multiple nodes at the same time (ctrl/shift + mouse click), you can only have one node selected at a time.

### Minimal reproduction project

-
Repository: godot
Issue: Vulkan Static reflections from dynamic shader sky (ViewportTexture)
Labels: bug,topic:rendering,confirmed,topic:shaders,topic:3d

### Godot version

master (6882890a34528e056f13020798f4a473046990bb)

### System information

Windows 10 and Linux

### Issue description

I expect reflections from sky to change when the sky changes.

### Steps to reproduce

Open project and observe that the background is dynamic but the reflections are static

### Minimal reproduction project

[ViewportBug.zip](https://github.com/godotengine/godot/files/9944631/ViewportBug.zip)
Repository: TypeScript
Issue: Avoid barrel re-exports in auto-imports
Labels: Suggestion,Needs Proposal

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

* autoImportFileExcludePatterns

# Bug

When using the setting `typescript.preferences.autoImportFileExcludePatterns`, it works, however, in a mono-repo I cannot import from another package's root without using the full path to the file when excluding `index.ts` files.

```json
{
  "typescript.preferences.autoImportFileExcludePatterns": [
    "./packages/*/src/index.ts"
  ],
}
```

I have a workspace `package.json` that looks like this:

```json
{
  "name": "workspaces",
  "version": "1.0.0",
  "workspaces": [
    "packages/core",
    "packages/a"
  ]
}
```

In the `package.json` of `packages/core` I have this: 

```json
{
  "name": "@org/core",
  "main": "./src/index"
}
```

Then in the `packages/a`, I try to import a file from `packages/core`, but autoimport imports something like this even though it is exported through the main file:

```typescript
import { MyClass } from '@org/core/src/classes/my-class';
```
The `package.json` for `packages/a`
```json
{
  "name": "@org/a",
  "main": "./src/index"
}
```

The `tsconfig.json` for both:
```json
{
  "extends": "../tsconfig.base.json",
  "files": [
    "./src/index.ts"
  ]
}
```

# Expected Result

This might be a feature request, but I think it would be great if barrel files could be ignored in the auto-import if within the same module/package, as this can often lead to circular dependencies that are hard to track down.
Repository: godot
Issue: Godot Editor and Project Manager steals focus on a window manager on Linux.
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,confirmed,regression

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___


### Godot version

v4.0.beta4.official [e6751549c] (any 4.0 version)

### System information

Arch Linux with kernel 6.0.7-arch1-1 on AwesomeWM, X11

### Issue description

The project manager and the editor steals the focus on Window Managers on Linux with X11 when opening other programs or when changing layouts. It doesn't happen on Godot 3.x.

I tested it on [AwesomeWM](https://github.com/awesomeWM/awesome), [Hypr](https://github.com/hyprwm/Hypr), [LeftWM](https://github.com/leftwm/leftwm) and [DWM](https://dwm.suckless.org/). Only LeftWM and DWM doesn't have the issue but i'm pretty sure they don't "implement" [ConfigureNotify](https://tronche.com/gui/x/xlib/events/window-state-change/configure.html) but i don't know much in the display server area.

However i managed to "fix" the issue by commenting out this if statement.
https://github.com/godotengine/godot/blob/6882890a34528e056f13020798f4a473046990bb/platform/linuxbsd/x11/display_server_x11.cpp#L3855-L3857

### Steps to reproduce

1. Login with AwesomeWM
2. Be on the `awful.layout.suit.tile` layout
3. Launch any version of Godot 4.0
4. Launch another program

### Minimal reproduction project

You can use the default configuration of AwesomeWM.
No project needed.
Repository: godot
Issue: Circular stylebox border has visual artifacts when using anti aliasing 
Labels: bug,topic:rendering,topic:gui,topic:2d

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 10, GLES3

### Issue description

There are minor visual artifacts when using anti aliasing on a circular stylebox border, these appear on all 4 'sides', and I have circled the top artifact in red:
![With Anti Aliasing](https://user-images.githubusercontent.com/79264743/200142479-f8b73a14-32b8-4231-98ab-bb859fe5d34c.PNG)

These seem to be caused by anti aliasing, as without anti aliasing, they appear to be absent:
![Without Anti Aliasing](https://user-images.githubusercontent.com/79264743/200142664-5c794442-6800-4236-8fd1-2731d42c06c3.PNG)

At normal viewing distances, and control node size, this is not very noticeable, however when the anti aliasing size is turned up the effect becomes much more prominent:
![Max Anti Aliasing size](https://user-images.githubusercontent.com/79264743/200142883-b81cb574-431d-41f5-86f2-3fc2bc2130d2.PNG)
(Anti Aliasing size set to the max of 10)

Please note this issue only seems to affect the stylebox border, and not its center!

### Steps to reproduce

1. Create a stylebox flat resource
2. Make the stylebox circular:
3. Set all the corner radii to the max value (1024)
4. Set corner detail to 20
6. Apply to a panel node
7. Make sure the panel node is square (its rect size in x and y should be the same)
8. The effect is more noticeable when the panel is small (and when the anti aliasing size is turned up)

### Minimal reproduction project

[CircularStylebox.zip](https://github.com/godotengine/godot/files/9944785/CircularStylebox.zip)
Repository: godot
Issue: Dragging rotated control nodes to change their order also changes their position
Labels: bug,topic:gui

### Godot version

v3.5.1.stable.official [6fed1ffa3]

### System information

Windows 10, GLES3

### Issue description

When dragging a rotated control node to change its order under its parent, it seems that its position is affected too!
![Dragging Nodes](https://user-images.githubusercontent.com/79264743/200144014-af02acbd-cb2f-4088-b140-c72787c25c35.gif)
Every time its order is changed by dragging, the node is offset by a consistent amount

This does not occur when using the move up / move down option when right clicking the node:
![Moving Nodes](https://user-images.githubusercontent.com/79264743/200144017-7fa7a409-4e75-478a-bb0d-5b2dfcae669e.gif)


### Steps to reproduce

1. Place several rotated control nodes in a scene
2. Try to change their order by dragging them, their position is changed

### Minimal reproduction project

[NodeOrderIssue.zip](https://github.com/godotengine/godot/files/9944820/NodeOrderIssue.zip)
Repository: rust
Issue: Suboptimal code generation for thread_local!
Labels: I-slow,T-compiler,A-thread-locals,T-libs

Code:

```
use std::cell::*;

thread_local! {
    static X: Cell<Vec<u32>> = const { Cell::new(Vec::new()) };
}

pub fn thread_local() {
    X.with(|x| {
        let mut xx = x.take();
        xx.pop();
        x.set(xx);
    })
}
```

Emits:

```
example::thread_local:
  push rbx
  sub rsp, 16
  lea rdi, [rip + example::X::__getit::STATE.0@TLSLD]
  call __tls_get_addr@PLT
  mov rbx, rax
  movzx eax, byte ptr [rax + example::X::__getit::STATE.0@DTPOFF]
  cmp eax, 1
  je .LBB1_3
  test eax, eax
  jne .LBB1_4
  lea rdi, [rbx + example::X::__getit::VAL@DTPOFF]
  lea rsi, [rip + example::X::__getit::destroy]
  call qword ptr [rip + std::sys::unix::thread_local_dtor::register_dtor@GOTPCREL]
  mov rax, rbx
  mov byte ptr [rbx + example::X::__getit::STATE.0@DTPOFF], 1
.LBB1_3:
  mov rcx, qword ptr [rbx + example::X::__getit::VAL@DTPOFF+16]
  xor edx, edx
  sub rcx, 1
  cmovae rdx, rcx
  mov qword ptr [rbx + example::X::__getit::VAL@DTPOFF+16], rdx
  add rsp, 16
  pop rbx
  ret
.LBB1_4:
  lea rdi, [rip + .L__unnamed_1]
  lea rcx, [rip + .L__unnamed_2]
  lea r8, [rip + .L__unnamed_3]
  lea rdx, [rsp + 8]
  mov esi, 70
  call qword ptr [rip + core::result::unwrap_failed@GOTPCREL]
  ud2
```

([Compiler explorer](https://rust.godbolt.org/z/5aMMPKe6z))

Here default path (when thread-local is initialized) is after the jump to `LBB1_3`.

The issue seems to be missing `#[cold]` annotation in `register_dtor` function or missing `likely(STATE == 1)`:

https://github.com/rust-lang/rust/blob/1286ee23e4e2dec8c1696d3d76c6b26d97bbcf82/library/std/src/thread/local.rs#L237-L254
Repository: vscode
Issue: Please show base by default in the 3-way-merge editor
Labels: under-discussion,merge-editor

<!-- ⚠️⚠️ 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. -->

Since #155277 we can now [see the base](https://github.com/microsoft/vscode/issues/155277#issuecomment-1283623303), but it is turned off by default. Please turn it on by default. When resolving a conflict, seeing the base (in a panel for it that is horizontally aligned with the other two) is vital.

Some people might even make mistakes while resolving conflicts because they don't understand well how git conflicts work and didn't even think that the "show base" option exists.

Related:
- #155277
- #159920
- #155251
- #154877

Note: I've seen people advocating for the "show base" option to not even exist, and make it show always, impossible to turn off. But let's save that to another issue.

Pinging some people that might be interested: @ruffin--, @yairchu, @jesperkristensen

---

Thank you for creating and maintaining VSCode! 😁
Repository: vscode
Issue: [Notebooks] - "go to most recently failed cell" still in toolbar after restarting kernel and clearing outputs
Labels: bug,notebook-execution

"Go to most recently failed cell" should no longer be in toolbar after restarting kernel or clearing outputs. 

![image](https://user-images.githubusercontent.com/19276747/200148176-e151b2dd-7cbd-4bdb-8c09-65a87e2ffe17.png)
Repository: Python
Issue: Ignore missing annotation in __init__ method by algorithms-keeper
Labels: enhancement

### Feature description

> Please provide return type hint for the function: __init__. If the function does not return a value, please provide the type hint as: def function() -> None:

Adding `-> None` have not sense, since this is a special method and it always returns None. Aslo this creates noise in code and even decreases readability when it's the reason for extra line breaks.  


For example, this line fits without annotation and is split into 3 lines with it.
```diff
-    def __init__(self, initial_block_size: int = 8, capacity_factor: float = 0.75) -> None:
+    def __init__(
+        self, initial_block_size: int = 8, capacity_factor: float = 0.75
+    ) -> None:
```
Repository: godot
Issue: Window Content Scale not used (instead used from project settings)
Labels: needs testing,topic:gui

### Godot version

v4.0.beta3.official [01ae26d31]

### System information

Windows 11, Vulkan

### Issue description

I am trying to make a second window with a diffrent scale than the main window (with its settings in Project Settings) but the anchors of the control node scale the content outside the window. (You can't see the label `test1` and neither the red image in the minimal reproduction project.) I set the `Size` and the `Content Size` of the `Window` node the same like the root node in the scene. 

I think the second window uses the same size for the anchors as the main window and not from its node setting.
(Please tell me if this is wrong)

### Steps to reproduce

In the control.tscn scene you see the size of the window with all content on green background. On the left side (red color on top) has a `Tree` node with `Expanding` enabeled to see the problem with the right side. If you run the program only the normal godot logo (inside the blue boundary) is visible and the red godot logo is outside the window.
All nodes have the anchors set to current ratio and the size of 400x600 (the 2 images are smaller). The window node has the Viewport Mode and the Expand aspect.

### Minimal reproduction project

[WindowContentScaleBug.zip](https://github.com/godotengine/godot/files/9944975/WindowContentScaleBug.zip)