sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: FANCYZONE: attach to nearest zone when maximize on window or consider fullscreen apps like apps inside a zone
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Could it be possible to add a feature that will maximize the window on the nearest zone when clicking the window maximize button instead of going full screen?
if that seems not doable, could be that fullscreen apps are considered like the windows that are in the zone 1?

### Scenario when this would be used?

i use fancy zones with two monitors, one that has a single zone and the other that is bigger has multiple zones.
i overlap multiple apps in a zone and cycle trough them constantly but, sometimes i maximize a window instead of putting it in a specific zone, that breaks everything because the cycle comand doesn't work until i move the focus on a window inside a zone.

so it will help if maximize would maximize only inside of the nearest zone or cycle fullscreen apps like part of zone 1

### Supporting information

_No response_
Repository: vscode
Issue: Fonts are gray/dimmed
Labels: bug,themes

Type: <b>Bug</b>

I think it is design BUG.
Why all the fonts are gray. Look at screenshoot. EVERYTHING IS GRAY!
OMG!!!

I'm 47. I have to use glasses. Gray fonts DESTROYS my eyes!

What is the problem with PLAIN OLD BLACK color?!

<img width="1230" alt="Screenshot 2023-02-22 at 14 50 21" src="https://user-images.githubusercontent.com/10289657/220644032-3cb5e37d-371a-4a43-afe7-776a7c48f40b.png">


VS Code version: Code 1.75.1 (Universal) (441438abd1ac652551dbe4d408dfcec8a499b8bf, 2023-02-08T21:34:59.000Z)
OS version: Darwin x64 22.3.0
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|2, 1, 2|
|Memory (System)|32.00GB (2.20GB free)|
|Process Argv|--crash-reporter-id a4fea2df-943d-4496-80a7-30335cd53dd6|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (16)</summary>

Extension|Author (truncated)|Version
---|---|---
isort|ms-|2022.8.0
python|ms-|2023.2.0
vscode-pylance|ms-|2023.2.30
jupyter|ms-|2023.1.2010391206
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.14
vscode-jupyter-cell-tags|ms-|0.1.6
vscode-jupyter-slideshow|ms-|0.1.5
java|red|1.15.0
intellicode-api-usage-examples|Vis|0.2.7
vscodeintellicode|Vis|1.2.30
vscode-java-debug|vsc|0.48.0
vscode-java-dependency|vsc|0.21.1
vscode-java-pack|vsc|0.25.7
vscode-java-test|vsc|0.37.1
vscode-maven|vsc|0.40.4


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vscaac:30438847
vsclangdc:30486549
c4g48928:30535728
dsvsc012cf:30540253
azure-dev_surveyone:30548225
vsccc:30610678
pyindex848:30662994
nodejswelcome1:30587005
3biah626:30602489
pyind779cf:30662993
f6dab269:30613381
pythonsymbol12cf:30657549
2i9eh265:30646982
vscodeenable:30660116

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: False positive "lifetime may not live long enough" with Cow, ToOwned and Sized
Labels: A-lifetimes,T-compiler,C-bug,T-types

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

```rust
use std::borrow::Cow;

pub trait Trait {
    fn method(self) -> Cow<'static, str>
    where
        Self: Sized;
}

impl Trait for Cow<'_, str> {
    fn method(self) -> Cow<'static, str>
    where
        Self: Sized,
    {
        Cow::<'static, str>::Borrowed("")
    }
}
```

I expected to see this happen: it compiles.

Instead, this happened: `lifetime may not live long enough`

If I remove the `where Self: Sized` in both trait declaration and implementation, it compiles. However, in real world application, there are other methods in this trait so I have to add `where Self: Sized` to make the trait dyn-safe.

If I remove the `where Self: Sized` only in implementation, it compiles. However, If the return type is changed to `Option<Cow<'static, str>>`, the code would warn about `impl method assumes more implied bounds than the corresponding trait method`. I think this might be a bug.

```rust
use std::borrow::Cow;

pub trait Trait {
    fn method(self) -> Option<Cow<'static, str>>
    where
        Self: Sized;
}

impl Trait for Cow<'_, str> {
    fn method(self) -> Option<Cow<'static, str>> {
        None
    }
}
```

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.67.1 (d5a82bbd2 2023-02-07)
binary: rustc
commit-hash: d5a82bbd26e1ad8b7401f6a718a9c57c96905483
commit-date: 2023-02-07
host: aarch64-apple-darwin
release: 1.67.1
LLVM version: 15.0.6
```

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
<details><summary>Backtrace</summary>
<p>

```
error: lifetime may not live long enough
  --> src/main.rs:14:9
   |
10 |     fn method(self) -> Cow<'static, str>
   |               ---- has type `Cow<'1, str>`
...
14 |         Cow::<'static, str>::Borrowed("")
   |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ proving this value is `Sized` requires that `'1` must outlive `'static`

error: could not compile `my-test-2` due to previous error
```

</p>
</details>
Repository: TypeScript
Issue: TypedPropertyDescriptor<T> behaves unexpectedly with return types
Labels: Needs Investigation

# lib Update Request

<!--
  Please fill in each section completely. Thank you!

  Are you here for one of these commonly-requested lib changes?
    * Object.keys - see https://stackoverflow.com/questions/55012174/
    * Array methods - see https://github.com/microsoft/TypeScript/issues/36554
    * parseInt, parseFloat, isFinite, isNaN, etc. - see https://github.com/microsoft/TypeScript/issues/4002

  The DOM lib is maintained elsewhere and you can skip a step by filing issues/PRs for the DOM at that repo.
  See https://github.com/microsoft/TypeScript-DOM-lib-generator
-->

## Configuration Check

<!--
  If you're missing common new methods like Array.includes, you may have a misconfigured project.
  Try setting `lib: "es2020"` and checking whether the type you want is present.
  You can diagnose further by running `tsc` with `--listFilesOnly` or `--showConfig`.

  Conversely, if you are seeing built-in methods you expect to *not* see, check your 'lib' setting
  or review your dependencies for lib/reference directives that might be polluting
  your global scope. This is common when using the 'node' type library. See https://github.com/microsoft/TypeScript/issues/40184

  Replace the text below:
-->
My compilation *target* is `ES2022` and my *lib* is `ES2022`.

## Missing / Incorrect Definition

TypedPropertyDescriptor<T> behaves unexpectedly when passing in a function with a union return type.
I have created a minimal reproduction in ts playground to show this behaviour. I would expect in the snippet below that the method I am decorating would fall within the constraints of the type passed to the generic however it does not. The method must absolutely return a type that is Promise<void | Message> which doesn't make much sense.

## Sample Code

```typescript
type Message = { Body: string };
type Test = (message: Message) => Promise<void | Message>;

const test: Test = async (message: Message) => ({ Body: 'hey' });
//             ^ This works as it should

const a = (target: object, propertyKey: string | symbol, descriptor: TypedPropertyDescriptor<Test>) => {
    const og = descriptor.value;
    console.log('Hey')
};

class A {
    @a
    // ^ This does not. TypeScript complains when the return type clearly falls within the union
    public async method(message: Message) {
        return message;
    }
}
```

[TypeScript Playground](https://www.typescriptlang.org/play?#code/C4TwDgpgBAshDO8CGBzaBeKBvKAhA9gCYgBcU8wATgJYB2KUAvgNwBQokUAKgsFJgAoAtgmRoycRKggBKfgD4oABUr4h1eBAA8AN3zVCUAD6xR0+W1YBjfLQpRgvMj3uYk8ELStRhZ8aak0OXRFARwCYjIAcgALCBAophk2AHoUqAzMrIyAPW4YjSgAd3xKAGt4KHcoaj54GPwAVwAbQlZrW3skfh9gJEo0YDJ8ACMAKwgrYAAaKDBVSEpQAGl4sgoaemNyECER-GbZwgQrGjBgUudwCEIVfEXQABETs4vKLRdgeWDFLFYsmx2Pj4BiYY7wU7Uc6lAB0OiQzUaEDYAM6BwgMOaIIEUQAEvEojJWCx2lZmu5KgBBbD-TIAASQtIyaSgeS4BUqhHwCCgtHwwBh3GuAGVIecoDYhGByXRKkU4rQHHEoJQIMBGpRFRxoGSIP1miAoAAzBHNOW1Apa5WNWjUWxMuaNEbNajedyebwiYANQi+QIQCR+WQ07KZVXqzVQET+lGZRjEoA)
Repository: pytorch
Issue: Continuous dropout layer
Labels: module: nn,triaged,enhancement

### 🚀 The feature, motivation and pitch

Hello!

I am working on information theory application for neural networks [(here)](https://openreview.net/forum?id=bQB6qozaBw).
With my research I show that for valid mutual information measurements one might apply continuous dropout. While continuous dropout was considered already in the original paper introducing dropout, the implementation of it is not unified and not added to the library. From my perspective it can be a large benefit to add a class for Gaussian dropout for example, or maybe for a dropout with noise sampled from any custom distribution.

Since I implemented it for my project, I am willing to create this contribution if it is considered interesting.

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @saketh-are
Repository: angular
Issue: signals: TypeScript and nullability
Labels: area: core,cross-cutting: types,core: reactivity,cross-cutting: signals

### Which @angular/* package(s) are the source of the bug?

core, Don't known / other

### Is this a regression?

No

### Description

The current implementation of signals uses a function to access the value, and TypeScript has issues with type guards in that case:

```ts
const count = signal(null as null | number);
const total: number = count() !== null ? count() : 0;
// Error: Type `number | null` is not assignable to type `number`
```

This can be workaround by storing the value in a temporary variable or with an explicit cast, but this could be a bit cumbersome, as I imagine the same would happen with `ngIf` in templates:

```ts
const count = signal(null as null | number);
const value = count();
const total: number = value !== null ? value : 0;
// Works
```



### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: vscode
Issue: Add the ability to programatically show a webview sidebar panel, as is possible with treeview panels
Labels: feature-request,webview-views

Sorry if this is already possible, but I cannot find a way.

If I add a treeview to the side bar, I can easily show it from my extension code if the user runs a command that requires showing the tree:

```ts
const tree = vs.window.createTreeView(/*...*/);
/// ...
tree.reveal(node);
```

However, there doesn't seem to be any way to do the equivalent for a webview in the sidebar. I can register a `WebviewViewProvider` but I have no ability to call `show()` on anything until after `resolveWebviewView` is called, but that's not called until the panel in the sidebar has already been shown.

I can't find any API that would let me show a webview sidebar panel by its ID, nor any documented command for it.
Repository: godot
Issue: Modifying arrays in nodes in the SceneTree from EditorPlugin
Labels: topic:editor,topic:plugin,needs testing

### Godot version

4.0.rc2.official

### System information

Linux

### Issue description

While integers belonging to named classes are modifiable from a plugin, arrays are not. This could possibly be documented some way. The way to solve it is to add setters and getters to the array member.

> [From the docs](https://docs.godotengine.org/en/latest/tutorials/plugins/running_code_in_the_editor.html#editing-variables): Code from other nodes doesn't run in the editor. Your access to other nodes is limited. You can access the tree and nodes, and their default properties, but you can't access user variables. If you want to do so, other nodes have to run in the editor too. AutoLoad nodes cannot be accessed in the editor at all.

```
# plugin.gd
...
func on_schene_changed(scene_root):
    for node in get_children():
        if node is SystemNode:
            node.ids.push_back(12) # error
            node.id = 13 # OK
```

```
# system_node.gd
class_name SystemNode extends Node3D
@export var ids: Array[int] = []
@export var id: int = 0
```

### Steps to reproduce

Start up the project, ensure that the plugin in enabled, and reload the main scene (close it and reopen).
The output console should now state that:

`Array is in read-only state.`

### Minimal reproduction project

[modifing-arrays.zip](https://github.com/godotengine/godot/files/10805523/modifing-arrays.zip)
Repository: vscode
Issue: Terminal a11y help menu includes wrong keybinding
Labels: bug,accessibility,papercut :drop_of_blood:

With `editor.accessibilitySupport:true`, the help menu says that the keybinding to `Run recent command` is `Ctrl+Alt+R` on windows or `Command+Option+R` on macos. 

It should instead correctly reflect the keybinding used for this when context: `Ctrl+R` and `Command+R`. 

This is probably because the terminal is not focused when the help menu is shown
Repository: PowerToys
Issue: Feature Request: PowerToys Run > Folder > Respect Default Terminal Settings
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

When using PowerToys Run, one of the folder context menu options is "open path in console", which defaults to CMD. I would like this to default to run using the default profile set up in windows terminal. To be clear, IF I have windows terminal setup as my default terminal (refer to [this dev blog](https://devblogs.microsoft.com/commandline/windows-terminal-is-now-the-default-in-windows-11/#:~:text=Default%20terminal%20setting,which%20points%20to%20Windows%20Terminal.)), then this action DOES open windows terminal, however it runs under "cmd.exe". I would prefer that it ran under my default profile (i.e. powershell). Would also be nice if it would respect other windows terminal settings such as the "New instance behavior" setting (i.e. "attach to most recently used window on this desktop").

### Scenario when this would be used?

Would be the new default behavior, but I suppose it could be added as an options in the PowerToys Run settings panel. The goal being that we respect the default settings set by the user (use windows terminal as default terminal, use default profile on "new instance", AND respect any other windows terminal settings).

### Supporting information

I tried searching for existing issues created on this specific request, but closest I found was this one #20834 which refers to some other adjustments with this action.
Repository: godot
Issue: Animate Shader's uniform value
Labels: discussion

### Godot version

4.0 RC 3

### System information

Linux 

### Issue description

when adding new keyframes from the uniform's variable, value is always set to 0 . 

### Steps to reproduce

1 - create a new sprite and add shader material
2 - in shader add uniform 
3 - add multiple keys from uniform to animation player
4 - keyframe's value does not change

### Minimal reproduction project

[demo.zip](https://github.com/godotengine/godot/files/10806409/demo.zip)
Repository: godot
Issue: Connecting signal `AnimatedSprite.animation_finished` with `queue_free()` directly on itself, and enable `AnimatedSprite.playing` causes the editor to crash.
Labels: bug,topic:core,topic:editor,confirmed,crash,topic:animation

### Godot version

3.5.1-stable

### System information

5.10.167-1-MANJARO

### Issue description

Connecting signal `AnimatedSprite.animation_finished` with `queue_free()` directly on itself, and enable `AnimatedSprite.playing` causes the editor to crash. Assuming the `AnimatedSprite` gets freed and the editor cannot reference it anymore, thus causing the crash.

### Steps to reproduce

1. Create scene with type of `AnimatedSprite`.
2. Attach signal `animation_finished` with internal function `queue_free` to the root scene.
3. Add new `SpriteFrames` and add `default` animation frames.
4. On the property inspector, enable `Playing` option.
5. After `AnimatedSprite` finishes playing animation, the editor crashes.

### Minimal reproduction project

[QueueFreeCrash.zip](https://github.com/godotengine/godot/files/10806633/QueueFreeCrash.zip)
Repository: godot
Issue: Convert from 3.5 to 4.0 doesn't preserve styleboxes
Labels: bug,topic:editor

### Godot version

4.0 rc3

### System information

Windows 11

### Issue description

The converting code is better than it used to be, but styleboxes are not being converted.  Here is a test.
**Before 4.0**
![Untitled-1](https://user-images.githubusercontent.com/26915986/220700900-d6cfc2c8-c24f-4969-b8e4-782a853594f7.png)
**After 4.0 Convert**
![Untitled-2](https://user-images.githubusercontent.com/26915986/220701044-a5b62635-04cb-4db6-862c-81152f5875e6.png)

I am assuming many games have their own stylebox look for their GUI nodes.  The program I have has over 100 (over 35k lines of code)!
It seems like this would be easy to convert as the values are the same in 3.5 and 4.0. 
If I go into 4.0 converted version and create a styleboxe, all of the 3.5 variables are still available.  I have to input all the same values again to recreate my old project.  This might be fine for 2 GUI nodes, but not 100.
Can styleboxes be added to the conversion?  The TSCN files still hold the StyleBox info even after converting, it just needs to be implimented.

### Steps to reproduce

Convert the 3.5 project

### Minimal reproduction project

Here is a 3.5 demo that is not converted yet.
[Test4.zip](https://github.com/godotengine/godot/files/10806745/Test4.zip)
Repository: godot
Issue: `Make Unique` doesn't work for duplicated TileSets
Labels: bug,topic:editor,topic:2d

### Godot version

4.0.rc3

### System information

Windows 10

### Issue description

After duplicating a TileMap node and making the TileSet unique, changing the texture or paint properties still affects the original TileMap node.

If you add a physics layer it adds another option `Make Unique (Recursive)` to the TileSet drop down menu, this works as expected allowing you to change things without affecting the original TileMap.

### Steps to reproduce

- Add a TileMap node.
- Add a tile with an image texture.
- Draw some tiles.
- Make either or both TileSets unique.
- Try changing the image texture or any of the paint properties like modulate.

### Minimal reproduction project

[tileset_issue.zip](https://github.com/godotengine/godot/files/10806333/tileset_issue.zip)
Try changing either of the TileSet's textures.
Repository: pytorch
Issue: `torch.cartesian_prod` returns inconsistent dimensions with only one input
Labels: triaged,module: linear algebra

### 🐛 Describe the bug

When calling `torch.cartesian_prod` with a single tensor, the result is a 1D tensor. Conversely, when calling it with multiple tensors, the result is 2D. I would expect that `torch.cartesian_prod` always returns a 2D tensor for consistency.

Further, this is what `itertools.product` would do, which this function is modelled on.

## MWE
```python
import itertools
import torch

torch.cartesian_prod(
    torch.tensor([1,2,3])
)
# Output: tensor([1,2,3])
# Expected: tensor([[1], [2], [3]])

list(itertools.product([1, 2, 3]))
# Output: [(1,), (2,), (3,)]
```

### Versions

```
Python version: 3.10.9 (main, Jan 11 2023, 15:21:40) [GCC 11.2.0] (64-bit runtime)

Versions of relevant libraries:
[pip3] botorch==0.8.1
[pip3] gpytorch==1.9.1
[pip3] numpy==1.24.2
[pip3] torch==1.13.1+cpu
[conda] botorch                   0.8.1                    pypi_0    pypi
[conda] gpytorch                  1.9.1                    pypi_0    pypi
[conda] numpy                     1.24.2                   pypi_0    pypi
[conda] torch                     1.13.1+cpu               pypi_0    pypi
```

cc @jianyuh @nikitaved @pearu @mruberry @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: neovim
Issue: docs: nvim/lua API index
Labels: enhancement,documentation

### Problem

No index/overview for Lua/nvim API

### Expected behavior

Lua and Nvim API could have an index page with a list of references to all functions, and preferably short descriptions, like in `:h index` or `:h builtin-functions`.
Repository: flutter
Issue: [flutter_migrate] Unit tests are too slow
Labels: a: tests,team,package,team-ecosystem,P3,p: flutter_migrate,triaged-ecosystem

Essentially all other packages have unit tests that run in less than a minute; flutter_migrate is doing something more like integration tests, and the tests take 10 minutes. We should look into slimming them down; that's way too long for unit tests to take, and is causing some timeout issues in certain cases.
Repository: neovim
Issue: docs: provide `:help lua-plugin`
Labels: enhancement,documentation

### Problem

Some users seem to find the documentation hard to navigate and have a hard time figuring out all the bits and pieces necessary to build Neovim plugins.

### Expected behavior

Neovim could provide a "write lua plugins" guide, which could contain a short description of how plugins are structured (plugin/, autoload/ etc) along with copy-pastable examples showing how to:

- create user-defined commands
- create autocommands
- spawn jobs 
- write plugin documentation
- make colorschemes?

It should not be exhaustive in order to remain easily consumed.
Repository: neovim
Issue: docs: provide examples for all functions
Labels: enhancement,documentation

### Problem

Some users have a hard time figuring out how to use the "Neovim runtime" (e.g. vim.fs.find() and vim.fs.dir() have been described as hard to use by just reading the documentation).

### Expected behavior

Providing examples for all documented functions might help users understand how to use them.

I'll list all documented functions that do not have at least one example in a comment below.
Repository: neovim
Issue: docs: make `K` work by default for nvim api functions in lua buffers
Labels: enhancement,defaults,plugin,runtime,filetype

### Problem

Using `K` on api functions in lua and vimdoc buffers does not bring up the documentation for said buffers.

### Expected behavior

`K` should work by default (i.e. `keywordprg` should be appropriately set), the way it does for e.g. `shell`. Nlua.nvim has a potentially good starting point:

https://github.com/tjdevries/nlua.nvim/blob/master/lua/nlua/init.lua#L7