sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Expose `textChanges.ChangeTracker` for public API
Labels: Suggestion,Awaiting More Feedback

# Suggestion

I'm not sure how such requests as this one suits into TypeScript repo, but I've seen such requests earlier so decided to put another one!

Motivation: Currently it's very unclear for new developers how to contribute new code actions (refactorings / quick fixes: `getEditsForRefactor` / `getCodeFixesAtPosition`) with current plugins API. While factory API is exposed AFAICS the only way to convert nodes to actual changes is `ts.createPrinter().printNode`, which makes passed in `formatOptions` useless (just always inserting semicolons is already too annoying). I don't see a reason why don't let other developers to build their own code actions in the same way as built-in bulit.

Of course I've already seen a lot of plugins using in our days, most of them are using `constructor` and `with` along with these methods: `insertNodeAt`, `replaceNodeRange`, `delete` and a few others. With types exposed it would be easier to use language service methods that receive formatOptions.

## 🔍 Search Terms

Language Service Plugins API

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
Repository: flutter
Issue: [Android] ChromeOS windows should be resizable by default
Labels: c: new feature,platform-android,platform-chromebook,c: proposal,a: desktop,P3,team-android,triaged-android

When running Android apps (the preferred app model for CrOS), ChromeOS now provides a window menu that is designed to protect phone / tablet apps from being resized without the author's consent.

![image](https://user-images.githubusercontent.com/2319867/226472956-1764cc6a-705c-410f-8017-f90e4aa53e9d.png)

When you choose "resizable" for a Flutter app, you get a warning message that the app may not be able to handle it.
![image](https://user-images.githubusercontent.com/2319867/226471026-eb4d97c1-153b-4866-a1ae-7785535563dd.png)

Arguably the default for Flutter should be more aggressive. We support resizability on four of our six platforms already, so (unlike Android), this isn't something that might cause an app to crash (see [Clamshell: Free-form resizing](https://developer.android.com/topic/arc/tests))

We should support window resizing by default, and we should make sure that repaints work seamlessly (this took some work on Windows and macOS).
Repository: pytorch
Issue: Building LibTorch on Ubuntu with Mac M1
Labels: module: build,triaged,module: macos,module: arm,module: torchbind

I'm running into a similar issue as [#22116](https://github.com/pytorch/pytorch/issues/22116) but for a different setup:
Hardware: MacbookPro M1 
OS: Ubuntu 20.04.5 via VMware Fusion (followed this [guide](https://dev.to/daud99/installing-ubuntu-using-vmware-fusion-tech-preview-on-mac-m1-silicon-4b0e))

Followed the official documentation [here](https://pytorch.org/cppdocs/installing.html) and received the following error after running "cmake --build . --config Release":


```
bmazotti@ubuntu20045:~/Documents/spslam/example-app/build$ cmake --build . --config Release
Scanning dependencies of target example-app
[ 50%] Building CXX object CMakeFiles/example-app.dir/example-app.cpp.o
[100%] Linking CXX executable example-app
/usr/bin/ld: /home/bmazotti/Documents/spslam/libtorch/lib/libtorch.so: error adding symbols: file in wrong format
collect2: error: ld returned 1 exit status
make[2]: *** [CMakeFiles/example-app.dir/build.make:88: example-app] Error 1
make[1]: *** [CMakeFiles/Makefile2:76: CMakeFiles/example-app.dir/all] Error 2
make: *** [Makefile:84: all] Error 2
```


Any help would be greatly appreciated, thanks in advance!

### Versions

cmake version 3.16.3

cc @malfet @seemethere @albanD @snadampal @milpuz01 @kulinseth @DenisVieriu97 @razarmehr @abhudev
Repository: godot
Issue: With editor in full screen mode, mouse click not detected at extreme window edges
Labels: bug,platform:windows,topic:editor,topic:porting

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 11, NVIDIA GeForce RTX 3060, Vulkan

### Issue description

I'm running on Lenovo laptop with 3840 x 2400 resolution. Additionally, I have a second monitor (to the left of the laptop) running at 1920 x 1200 resolution. When I open Godot (actually, both 3.5 and 4.0 exhibit the same issue), it initially opens on the laptop's monitor. When set to full-screen mode there, moving the mouse to the extreme top or right edges (the bottom edge raises the hidden task bar and the left edge travels to the secondary monitory) and clicking - the mouse-click is registered with the Godot window as expected. So, for example, if Godot didn't have system focus, slamming the mouse to one edge and clicking will give it focus exactly as expected.

However, if I move the Godot editor window to the secondary monitor and put it in full-screen mode, the behavior is different (and seemingly wrong). Now, moving the cursor to the top or left edge of the secondary monitor and clicking does not focus the editor. Instead, it focuses whatever full-screen window may be behind Godot. So, those extreme edges seem to be "outside" the bounds of the full-screened editor window in this case.

It's problematic as in my workflow, I tend to run with the editor in full-screen mode on the secondary monitor. I end up with other, non-full screened windows on top of the editor (browser for research, ...). When I'm ready to return to working in the editor, I tend to just slam my cursor to the top of the screen and click - assuming that'll return focus to Godot and bring it to the top of the window stack.

However, instead, it either fronts any full-screen window that sits behind the editor (if there is one) or does nothing (as the click gets registered with the underlying desktop). As further evidence, if Godot has focus at the time I do this, the click causes Godot to lose focus.

Again, this is only a problem on the secondary monitor. The main laptop screen works as expected.

### Steps to reproduce

With the setup described above, (not sure how unique it is):

- With no other applications opened on the secondary monitor...
- Start Godot 3.5 or 4
- Move the editor window to the secondary monitor
- Full screen the editor
- Move the mouse to the extreme top edge of the window and click
- In my case, the editor will lose focus as the click seems to be "outside of the bounds" of the window.

### Minimal reproduction project

Unrelated to a Godot project.
Repository: vscode
Issue: Regex disabled when disabling output on Notebook Find Widget
Labels: bug,notebook-find

<img width="253" alt="image" src="https://user-images.githubusercontent.com/31675041/226475027-76687d16-94f6-4f3d-a75c-976c19f689c1.png">

Although we're not searching in the webview, regex is disabled.

Also, I can toggle regex when output is enabled- I'm not too sure if this is as intended, since I don't think we have support for regex search in outputs
https://github.com/microsoft/vscode/blob/72bbdd1ca429f3ee5b53fc41167fc67d26d257ec/src/vs/workbench/contrib/notebook/browser/view/renderers/webviewMessages.ts#L399

<img width="162" alt="image" src="https://user-images.githubusercontent.com/31675041/226475195-d139bfef-9df5-42a8-a872-7835251fb2b9.png">
Repository: storybook
Issue: [Bug]: dynamicTitle:true does not change
Labels: bug,addon: toolbars

### Describe the bug

https://storybook.js.org/docs/react/essentials/toolbars-and-globals#global-types-and-the-toolbar-annotation

Setting `dynamicTitle` to true in the config does not update the title in the toolbar button. The actual global value changes just fine. 

### To Reproduce

preview.js
```
export const globalTypes = {
    theme: {
        name: 'theme',
        description: 'Select to apply theme',
        defaultValue: 'light',
        toolbar: {
            icon: 'globe',
            items: ['light', 'dark'],
            showName: true,
            dynamicTitle: true,
        },
    },
};
```

### System

```shell
Tried with latest storybook 6.5.15 as well as 

storybook/react": "6.5"
```


### Additional context

_No response_
Repository: flutter
Issue: Implement 'captureScreenshot' in package integration_test for Desktop (Windows, Linux, MacOS)
Labels: c: new feature,framework,c: proposal,a: desktop,f: integration_test,P3,team-macos,triaged-macos

## Use case

If executing integration tests on Desktop (Windows, Linux or MacOS), and there occurs some bug, it would be very helpful to get the current screen.
Currently this functionality is not available for Desktop applications.
See: https://github.com/flutter/flutter/blob/484c22682bf210df3dd9b4711fe401948479567f/packages/integration_test/lib/_callback_io.dart#L96

## Proposal

Implementing these platforms could be done by these libraries:
- Windows: https://learn.microsoft.com/en-us/windows/win32/gdi/capturing-an-image#code-example
- Linux: https://stackoverflow.com/questions/3124229/taking-a-screenshot-with-c-gtk
- MacOS: I have no clue

I currently have not the time to implement this, but may another day in the future.

Or if it's also an option, we could implement everything as plain dart code like in the screenshot api:
https://github.com/SachinGanesh/screenshot/blob/e6165a8fd785ec69882766927094104121b6c84e/lib/screenshot.dart#LL77C24-L77C24
Repository: vscode
Issue: Watch variable window not wrapping lines
Labels: feature-request,debug

<!-- ⚠️⚠️ 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. -->

Variable view cannot wrap lines - especially for string, the most information is at the very end of the value -- effectively hidden.

- `Variables` view serves very important role for interactive debugging. 
- The debugger allows us to pause machine execution and explore the current stack - literally "explore the land". 

For efficient exploration, that information needs to easily accessible (i.e. visible) - IDEs traditionally are doing good job there.

It would be actually awesome to make this part of VSCode even smarter -- but having lines wrapped (witth some configurable max). But even simpler logic, such as displaying the rightmost end of the value i.e. `../.backup/.classpath/.factoryPath.replaced.20210321` instead of `/home/some/location/...` --  would be an improvement.

---

Workarounds that were proposed:

1. hover over the variable with mouse
2. move the variable view to the bottom

Outcomes (for some of us):

1. is too slow and flow disrupting - if you have been touch typing, then you know what it means to use all ten fingers compared to folks who need to look at a keyboard, grab mouse, move cursor...
2. is only a workaround - some important things are in that space, for example terminal, suggesting that one moves variables there because VSCode is unable to wrap a line is also somewhat arbitrary (does function follow form or form follows the function?)



Similar issues have been opened in 2019, then in 2022 - for their history, please see: 

- https://github.com/microsoft/vscode/issues/141665

- https://github.com/microsoft/vscode/issues/81275
Repository: flutter
Issue: CJK word boundaries
Labels: a: text input,framework,f: material design,a: internationalization,a: desktop,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-text-input,triaged-text-input

Moving the cursor by word does not produce correct results when the text contains Chinese characters.  Currently, it seems to move character-by-character, but instead it should move word by word.

| Incorrect Flutter behavior | Correct Mac behavior |
| --- | --- |
| <video src="https://user-images.githubusercontent.com/389558/213824760-b7b35d2b-f762-4dfa-92c3-c1d6de71617e.webm)" />| <video src="https://user-images.githubusercontent.com/389558/226982482-9a99d1ba-ddf4-420b-adaf-1af56d906b2a.mov" /> |

### Steps to reproduce

  1. Run an app with a text input, such as the one below.
  2. Enter some Chinese text containing words that are more than 1 character in length, such as the example text below.
  3. Press control+arrow left/right (or option+arrow left/right on Mac).

Expected results: The cursor moves left/right to the nearest word boundary.
Actual results: The cursor moves by one character.

<details>

<summary>Example app</summary>

```dart
import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      home: Scaffold(
        appBar: AppBar(
          title: const Text("Demo"),
        ),
        body: const Center(
          child: Column(
            mainAxisAlignment: MainAxisAlignment.center,
            children: <Widget>[
              TextField(
              ),
            ],
          ),
        ),
      ),
    );
  }
}
```

</details>

<details>

<summary>Example Chinese text</summary>

1894年，孫文成立興中會。1895年，興中會發動乙未廣州起義。1905年，中國同盟會在日本东京組成，孫被推為总理；確定「驅除韃虜，恢復中华，建立民國，平均地權」的革命政綱，提出三民主義學說；創辦《民報》，宣傳革命，同當時的中國改良派激烈論戰。

Source: https://github.com/flutter/flutter/issues/106472#issuecomment-1465077065

</details>

### Next steps

Does [icu](https://github.com/unicode-org/icu) have built-in support for finding Chinese word breaks?  Does SkParagraph?

Flutter may need to include a Chinese dictionary at some level for this to work.  This must be able to be tree-shaken out, because I assume the size would be non-trivial.

If that is not practical, maybe we should move between punctuation marks instead?

### Related

This is a continuation of https://github.com/flutter/flutter/issues/106472.
Repository: godot
Issue: OS.execute() escaping single quotes and removing double quotes passed to arguments.
Labels: bug,topic:porting

### Godot version

4.0.stable

### System information

Ubuntu 20LTS VM accelerated 3D graphics

### Issue description

When using OS.execute(), if the arguments passed have single quotes they are escaped out.
I do not think this should be the case and no one seem to have an answer and it is not documented as such.

### Steps to reproduce
```
func _get_player_nft(p_contract_addr: String, p_plyr_addr: String) -> void:
	var json: String = "'{\"tokens\":{ \"owner\": \"" + p_plyr_addr + "\"}}'"
	var args: Array = [
		"query",
		"wasm",
		"contract-state",
		"smart",
		p_contract_addr,
		json
	]
	var out: Array = []
	var exit_code = OS.execute("./BashScripts/print_args.sh", args, out, true)
	if exit_code != 0:
		print("Main._get_player_nft() exit code:", exit_code)
	print("out:", out)
```

will output 
```out:["query wasm contract-state smart p_contract_addr \'{tokens:{ owner: p_plyr_addr}}\'\n"]```
the bash script just echoes the args, I substitutes the address with parameter names as those should not be public.
It also removes double quotes entirely.

### Minimal reproduction project

[os_execute_quote_issue.zip](https://github.com/godotengine/godot/files/11023639/os_execute_quote_issue.zip)
Repository: PowerToys
Issue: Put the patch notes in French in the PowerToys app.
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

For a better visibility in France, putting the patch notes of PowerToys updates in French directly in the PowerToys app would be a good thing.

### Scenario when this would be used?

To see in the app what has changed.

### Supporting information

_No response_
Repository: pytorch
Issue: Sequential/Partial unpickling and loading of models
Labels: module: pickle,triaged

### 🚀 The feature, motivation and pitch

Given a `90GB` model file that should not be run, but rather just inspected, you might want to load it partially.

Example usage:

```py
descriptors = torch.load_tensors_desc(filename)
# at this state, the memory usage should be close to zero.
for desc in descriptors:
    tensor = torch.load_tensor_from_desc(filename, desc)
    # at this state, the mamory usage should be about the size of the tensor.
```

This is **not** a suggestion regarding syntax. At the moment, this is hardly possible:
- A normal `torch.load` will use about `90GB` to load the model.
- Implementing a custom `pickle.Unpickler` still wants to construct the `torch.storage`'s for all tensors, which *conceptually* should not be neccessary (also, doesn't work as some tensors may share storage)
- Reimplementing the pickle-format is tedious.

I'm not sure this is an easy patch, or if it even is possible. Please leave any suggestions in the comments.

### Alternatives

_No response_

### Additional context

_No response_
Repository: rust
Issue: Tracking Issue for return type notation
Labels: B-RFC-approved,T-lang,C-tracking-issue,S-tracking-impl-incomplete,F-return_type_notation

<!--
NOTE: For library features, please use the "Library Tracking Issue" template instead.

Thank you for creating a tracking issue! 📜 Tracking issues are for tracking a
feature from implementation to stabilisation. Make sure to include the relevant
RFC for the feature if it has one. Otherwise provide a short summary of the
feature and link any relevant PRs or issues, and remove any sections that are
not relevant to the feature.

Remember to add team labels to the tracking issue.
For a language team feature, this would e.g., be `T-lang`.
Such a feature should also be labeled with e.g., `F-my_feature`.
This label is used to associate issues (e.g., bugs and design questions) to the feature.
-->

This is a tracking issue for the feature return type notation specified in rust-lang/rfcs#3654.
The feature gate for the issue is `#![feature(return_type_notation)]`.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

- [x] Implement the feature
    - [x] Support RTN in associated type bounds (#109010)
    - [x] Support RTN with (un-)qualified path syntax (e.g. `where T::method(): Send`) https://github.com/rust-lang/rust/pull/129629
- [x] Author RFC: https://github.com/rust-lang/rfcs/pull/3654
- [ ] Adjust documentation ([see instructions on rustc-dev-guide][doc-guide])
- [ ] Stabilization PR ([see instructions on rustc-dev-guide][stabilization-guide])

[stabilization-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#stabilization-pr
[doc-guide]: https://rustc-dev-guide.rust-lang.org/stabilization_guide.html#documentation-prs

### Unresolved questions

- [ ] Does stabilizing `T::foo(..)` notation as a standalone type create a confusing inconsistency with `-> ()` shorthand?

### Experimental results

Part of the goal of the experimental process is to identify benefits but also concerns that need to be addressed in the RFC. 

* **Alternative:** [`typeof` syntax](https://github.com/rust-lang/rust/pull/109010#issuecomment-1477639306). 
* [Concerns raised by lcnr](https://github.com/rust-lang/rust/pull/109010#issuecomment-1486836253)

### Implementation history

<!--
Include a list of all the PRs that were involved in implementing the feature.
-->

* #109010
Repository: storybook
Issue: [Bug]: esbuild doesn't treeshake imports in `main.ts` and `preview.ts` (can lead to `ModuleNotFoundError`)
Labels: bug,help wanted,core,nextjs,windows,sev:S3

### Describe the bug

If you have a barrel export file `@libs/utils` like this:
```ts
// Uses `path` or `fs` or `webpack` or something else that needs node's built-ins
export {someHelperForNode} from "someHelperForNode";

// Doesn't use node's build-ins
export {someHelper} from "someHelper";
```

And then you use it like this in `.storybook/main.ts`:
```ts
import {someHelperForNode} from "@libs/utils";

export default {
  // Creates config using that helper
}
```

And like this in `.storybook/preview.ts`:
```ts
import {someHelper} from "@libs/utils";

export default {
  // Creates config using that helper
}
```

Build will fail, and console will contain a bunch of logs with messages like:
```
ModuleNotFoundError: Module not found: Error: Can't resolve 'https' in 'C:\...'
BREAKING CHANGE: webpack < 5 used to include polyfills for node.js core modules by default.
This is no longer the case. Verify if you need this module and configure a polyfill for it.
If you want to include a polyfill, you need to:
        - add a fallback 'resolve.fallback: { "https": require.resolve("https-browserify") }'
        - install 'https-browserify'
If you don't want to include a polyfill, you can use an empty module like this:
        resolve.fallback: { "https": false }
```

It seems that some imports of node built-ins from `someHelperForNode.ts` file are leaking into `preview.ts` file even though it doesn't need them.

### System

```shell
System:
    OS: Windows 10 10.0.19045
    CPU: (8) x64 Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
  Binaries:
    Node: 16.14.0 - C:\Program Files\nodejs\node.EXE
    npm: 8.3.1 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 111.0.5563.65
    Edge: Spartan (44.19041.1266.0), Chromium (111.0.1661.44)
  npmPackages:
    @storybook/addon-essentials: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/addon-interactions: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/addon-links: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/addons: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/blocks: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/nextjs: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/react: ^7.0.0-rc.4 => 7.0.0-rc.4
    @storybook/theming: ^7.0.0-rc.4 => 7.0.0-rc.4
```


### Additional context

_No response_