sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: "Keep windows in their zones when the screen resolution changes" does not work correctly on all Virtual desktops
Labels: Issue-Bug,Product-FancyZones,Priority-3,FancyZones-VirtualDesktop

I use Remote Desktop Connection to connect to a desktop and use a super-ultra-wide monitor locally. When I connect to the remote desktop the resolution goes to my full screen(5120x1440). When I disconnect from it the remote desktop the resolution switches back to default for that computer (2560x1440). 
On that computer I use multiple virtual desktops and on one of them I have a different zone layout compared to the rest.
Having "Keep windows in their zones when the screen resolution changes" checked I'd expect the windows to be kept in their zones on all Virtual Desktops, but only the focused one keep that way after resolution change. The others revert to some default location for all the windows.

## ℹ Computer information

- PowerToys version: 0.21.1
- PowerToy Utility: FancyZones
- Running PowerToys as Admin: YES
- Windows build number: 1903 (OS Build 18362.1082)

## 📝 Provide detailed reproduction steps (if any)

1. Create a few Virtual desktops in Windows Task View
2. Have some of the Virtual desktops have a different zone layout (not sure if important)
3. Make sure "Keep windows in their zones when the screen resolution changes" is checked
4. Snap windows in some of the zones on each Virtual desktop
5. Change resolution of screen

### ✔️ Expected result

The snapped windows should keep their location on all Virtual desktops

### ❌ Actual result

Only the snapped windows on the focused Virtual desktop have kept their location. The windows on al other Virtual Desktops have moved out of the zones.
Repository: godot
Issue: TargetFramework .NET Standard 2.0+ crashes on launch, can't find assembly System.Text.Json
Labels: bug,confirmed,topic:dotnet,high priority

**Godot version:**
- **3.2.3 mono** stable
- **4.0 mono** compiled at commit d425cf6fe

**OS/device including version:** Ubuntu 20.04

**Issue description:**

Godot 3.2.3 was released and includes PR #41408 which, as I understand, should allow me to change the framework to .NET Standard 2.0 or greater. So I tried changing the framework to `netstandard2.1` and found this issue.

The game compiles fine but when launching it, it immediately crashes with the error:

```
E 0:00:00.509   debug_send_unhandled_exception_error: System.IO.FileNotFoundException: Could not load file or assembly 'System.Text.Json, Version=4.0.1.2, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies.
  <C++ Error>   Unhandled exception
  <C++ Source>  modules/mono/mono_gd/gd_mono_utils.cpp:424 @ debug_send_unhandled_exception_error()
```

The .csproj is as follows:

```xml
<Project Sdk="Godot.NET.Sdk/3.2.3">
  <PropertyGroup>
    <TargetFramework>netstandard2.1</TargetFramework>
  </PropertyGroup>
  <ItemGroup>
    <PackageReference Include="System.Text.Json" Version="4.7.2" />
  </ItemGroup>
</Project>
```

This only happens when changing the framework to `netstandard2.0` or `netstandard2.1`, I have found that both of those throw that error, but if the framework is kept as `net472` it works fine. I'm not sure if **3.2.3** is supposed to work well with .NET Standard since the default is still net472 so I tried compiling **master** as well and got the same results.

**Steps to reproduce:**
1. Create a new project
2. Change `TargetFramework` to `netstandard2.1`
3. Add `System.Text.Json` package (`dotnet add package System.Text.Json`)
4. Launch Game in Editor
5. Game builds and launches but immediately crashes

**Minimal reproduction project:**
[NetStd21.zip](https://github.com/godotengine/godot/files/5267918/NetStd21.zip)
Repository: react
Issue: FR: Allow displaying debug information for reconcilers in DevTools
Labels: Type: Discussion,Component: Developer Tools

React allows to develop custom reconcilers. However, currently it is not possible to display custom debug information about the generated Instances in the react DevTools.

Therefore, I propose to introduce two functions into `HostConfig`:

```TypeScript
  getInstanceDebugInfo?: (instance: Instance) => any;
  getTextInstanceDebugInfo?: (textInstance: TextInstance) => any
```

They should return an object with custom debug information that would be shown in DevTools whenever an Instance-backed Component is highlighted.
Repository: opencv
Issue: Swift Package Manager Support
Labels: priority: low,category: infrastructure,platform: ios/osx,category: swift/objc bindings

**Official package**:
- no plans to support that

**Non-official packages**:
- *please left a comment below so we can add a link here*

---


With Swift 5.3, the package manager can also deal with precompiled binaries.

Is there any plan to support openCV with a Package.swift?
Repository: create-react-app
Issue: Could you provide posible options for 'BROWSER' setting in .env file?
Labels: stale

My case - Chrome Developer Edition, unfortunately it's unclear which value is valid?
Already tried like: 'chrome dev', 'Google Chrome Developer', ''Google Chrome Developer Edition', 'Chrome Developer Edition'.
Thanks
Repository: vscode
Issue: macOS: System file icons not showing language icons
Labels: bug,help wanted,macos,workbench-os-integration

![image](https://user-images.githubusercontent.com/35271042/94026512-9e29f080-fd6e-11ea-834e-de89fe20c57f.png)

Not sure if there were any changes in our build process or the tool we use to build the file icons, but it appears that the system file icons that used to show the language icon when set to open w/ VS Code is no longer working. Either it will show the default VS Code logo or nothing at all.
Repository: flutter
Issue: Flutter tool cannot find/use JDK from Android Studio Flatpak
Labels: tool,P2,team-tool,triaged-tool

```
$flutter doctor --android-licenses
Exception in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchema
	at com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)
	at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)
	at com.android.sdklib.repository.AndroidSdkHandler.<clinit>(AndroidSdkHandler.java:81)
	at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:73)
	at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48)
Caused by: java.lang.ClassNotFoundException: javax.xml.bind.annotation.XmlSchema
	at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:602)
	at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:178)
	at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:522)
	... 5 more

```

I've installed android studio(https://www.flathub.org/apps/details/com.google.AndroidStudio) and its dependencies using flatpak, i don't know why its not a able to fetch the license information from it


also its not able to identify installed android studio!!
![image](https://user-images.githubusercontent.com/10637299/94029181-2abdc880-fdda-11ea-8062-693bbe873028.png)
Repository: pytorch
Issue: Staged backend boxed fallback (per-operator precomputation / precompute)
Labels: triaged,module: dispatch

When writing the backend fallback for conjugate views (https://github.com/pytorch/pytorch/pull/44799) I noticed that I needed to do some computation on the function schema to determine what the appropriate course of action. This computation is indifferent to the actual IValues, and could be done once per operator and then cached for subsequent operator calls. It would be nice if the backend fallback mechanism directly supported some way of doing this once per operator computation.
Repository: go
Issue: x/build/env/android-amd64-emu: fix and rebuild image after addition of ANDROID_SDK_ROOT
Labels: help wanted,Builders,NeedsInvestigation

In order to unblock [CL 244057](https://golang.org/cl/244057) (which fixes #39945), we need to rebuild the android-amd64-emu builder image given that [CL 247357](https://golang.org/cl/247357) has been submitted.

Doing so needs some fixes because a (Debian) package became unavailable due to a security issue. Copied from a [CL comment](https://go-review.googlesource.com/c/build/+/247357/5#message-6d3922a8729925e87c187d73551dadf96b2294e7):

> I tried building the new image, but ran into problems.
>
> The openjdk-8-jdk package is no longer available in debian buster (search results suggest because of a security problem). I tried using openjdk-11-jdk instead, but then one of the sdkmanager invocations ran into a java.lang.NoClassDefFoundError exception. Maybe we should update to a newer Android SDK.

This is the tracking issue.

/cc @toothrot @cagedmantis @andybons @hyangah @eliasnaur
Repository: excalidraw
Issue: Feature request: Minimap
Labels: enhancement

Firstly, thanks so much for building this awesome tool! ❤️

I've been opening some huge diagrams recently and have to zoom right out to make sure that I don't miss any context.

It would be great if there was a minimap that showed a primitive version of the whole canvas, it would be even better if you could pan the viewport around using it but maybe not for MVP.

I'm willing to help out coding this but just wondered if you'd consider it and also if anything similar is in the pipelinel; I searched the open/closed issues and couldn't find anything similar.
Repository: PowerToys
Issue: Windows Server Support
Labels: Area-Setup/Install,Status-Blocked

## 📝

Can we get Windows Server 2016/2019 support for this? I would love to install this on all my servers that I use regularly in the lab.

If you'd like to see this feature implemented, add a 👍 reaction to this post.

**crutkas** We need WinUI 3.1 for multi-window and elevation support.  From there we can migrate off XAML Islands which have a hard Windows 1903 API minimum dependency.
Repository: godot
Issue: Always on top causes debug window to not respond after runtime error on Mac
Labels: bug,topic:editor,topic:porting,usability

**Godot version:**
version 3.2.3 stable

**OS/device including version:**
macOS Mojave 10.14.6
MacBook Pro (Retina, 15-inch, Late 2013)

**Issue description:**
If `always on top` is enabled and a runtime error occurs, the debug window stops responding. Any time a runtime error occurs you have to force quit the debug window. I don't think always on top worked in v3.2.2, but it did not cause the debug window to stop responding.

This problem is easily avoided by disabling `always on top`, but I thought I'd report it anyway.

**Steps to reproduce:**
Enable `always on top` in Project_Settings -> Display -> Window. 
The following script will cause debug window to stop responding.
```
extends Node

func _process(delta):
    assert(false)
```

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[TestProject.zip](https://github.com/godotengine/godot/files/5269138/TestProject.zip)
Repository: PowerToys
Issue: Way to control monitor sleep time if computer is locked
Labels: Idea-New PowerToy

## 📝 Modify Default Lock Console Timeout
By default the Windows 10 lock screen times out after 60 seconds.  There is no accessible setting that allows a user to change this timeout value.  Previously this value was editable via a registry key as described [here](https://www.howtogeek.com/267893/how-to-change-the-windows-10-lock-screen-timeout/).  At some point a Windows update invalidated these instructions and the value is no longer editable.

_What is the expected behavior of the proposed feature?  What is the scenario this would be used?_
Users could edit the timeout value by providing a value in minutes or seconds that modifies the length of the screen timeout when a console is locked.  This would be useful for users who are often away from their workstations very briefly but are required to lock their console whenever they are not in its immediate vicinity.  If a user is only away from their station for slightly longer than a minute they have to wait for their display(s) to wake up before they can log back in.  This feature would save them time and annoyance by decreasing the amount of time they have to wait before logging back into their workstation.


If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: electron
Issue: contextBridge.exposeInMainWorld does not copy Error details
Labels: platform/windows,bug :beetle:,10-x-y

<!--  As an open source project with a dedicated but small maintainer team, it can sometimes take a long time for issues to be addressed so please be patient and we will get back to you as soon as we can.
-->

### Preflight Checklist
<!-- Please ensure you've completed the following steps by replacing [ ] with [x]-->

* [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 for an issue that matches the one I want to file, without success.

### Issue Details
When calling functions exposed by `contextBridge.exposeInMainWorld`, Promises rejected with Error objects or directly thrown Errors (and even caught Errors returned in a wrapper) are not copied as the documentation states – all important information except the message is removed, e.g. [Common System Error](https://nodejs.org/docs/latest-v12.x/api/errors.html#errors_class_systemerror) properties like `err.code`, `err.path` etc. are gone. Also, the “Uncaught Error: ” message prefix is not very helpful.
* **Electron Version:**
  * 10.1.2
* **Operating System:**
  * Windows 10 (2004)<!-- (Platform and Version) e.g. macOS 10.13.6 / Windows 10 (1803) / Ubuntu 18.04 x64 -->

### Expected Behavior
Instances of the Error class (or inherited from it) coming from the context bridge should have all properties preserved (except `err.stack`, obviously) and message left intact to allow meaningful error handling. Structured Clone Algorithm otherwise serializes Error objects correctly.
<!-- A clear and concise description of what you expected to happen. -->

### Actual Behavior
The Error object is stripped of important additional properties and has a confusing message saying it’s uncaught even when caught on both sides of the bridge.
<!-- A clear and concise description of what actually happened. -->

### To Reproduce
#### preload.js
```js
const { contextBridge } = require('electron');
const fs = require('fs');

contextBridge.exposeInMainWorld('myapi', {
  request: () => fs.lstatSync('foo')
});
```
#### renderer
```js
try {
  window.myapi.request();
} catch (e) {
  console.dir(e);
}
```
Repository: flutter
Issue: Allow for setting --host-vmservice-port and --dds-port via environment variables
Labels: tool,P3,team-tool,triaged-tool

It should be possible for users to have a pair of environment variables that can be used to configure the host VM service port and DDS bind port without needing to provide additional flags. This would simplify workflow for developers in google3 (see b/167126043).

cc @jonahwilliams
Repository: pytorch
Issue: Adding @torch.no_grad() to forward () causes undefined value in torch.jit.script() 
Labels: oncall: jit

## 🐛 Bug

Adding @torch.no_grad() decorator to forward causes undefined value in torch.jit.script . 

```
RuntimeError:
undefined value myfunc:
  File ".../envs/pt16_p36/lib/python3.8/site-packages/torch/autograd/grad_mode.py", line 55
            self.python_only_fn(input)

        output = myfunc(input)
                 ~~~~~~ <--- HERE
        output0 = self.mymodule(input)
        return output,output0

```

## To Reproduce

Run the following code. 

```
import torch
import torch.nn as nn

def myfunc (x):
    return x*1.1

class MyModule0(nn.Module):
    def __init__(self, training=False):
        super(MyModule0, self).__init__()
        self.training = training

    @torch.jit.export
    def some_entry_point(self, input):
        return input + 10

    @torch.jit.ignore
    def python_only_fn(self, input):
        # This function won't be compiled, so any
        # Python APIs can be used
        import pdb
        pdb.set_trace()

    def forward(self, input):
        if self.training:
            self.python_only_fn(input)

        output = myfunc(input)
        return output


class MyModule(nn.Module):
    def __init__(self, training=False):
        super(MyModule, self).__init__()
        self.training = training
        self.mymodule = MyModule0()

    @torch.jit.export
    def some_entry_point(self, input):
        return input + 10

    @torch.jit.ignore
    def python_only_fn(self, input):
        # This function won't be compiled, so any
        # Python APIs can be used
        import pdb
        pdb.set_trace()

    @torch.no_grad()
    def forward(self, input):
        if self.training:
            self.python_only_fn(input)

        output = myfunc(input)
        output0 = self.mymodule(input)
        return output,output0

scripted_module = torch.jit.script(MyModule())
print(scripted_module.some_entry_point(torch.ones(1, 2)))
print(scripted_module(torch.ones(3, 4)))

```

## Expected behavior

No exception

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0): 1.6
 - OS (e.g., Linux): Ubuntu
 - How you installed PyTorch (`conda`, `pip`, source): conda
 - Build command you used (if compiling from source): N/A
 - Python version: 3.8.5
 - CUDA/cuDNN version: 10.1
 - GPU models and configuration: T4
 - Any other relevant information:

## Additional context

<!-- Add any other context about the problem here. -->


cc @gmagogsfm
Repository: go
Issue: x/build/cmd/updatestd: investigate a package-first update strategy, instead of module-first
Labels: Builders,NeedsInvestigation

Patch set 1 of [CL 256357](https://golang.org/cl/256357) implemented a per-module update strategy for golang.org/x dependencies in the std and cmd standard library modules. At a high level:

1. Determine build list (aka list of _modules_ that are in module graph).
2. Invoke a single go get command that selects desired new module versions (determined by target branch position on Gerrit) of golang.org/x modules:

	```
	go get -d \
	  golang.org/x/crypto@5c72a883971a4325f8c62bf07b6d38c20ea47a6a \
	  golang.org/x/net@62affa334b73ec65ed44a326519ac12c421905e3 \
	  golang.org/x/sys@af09f7315aff1cbc48fb21d21aa55d67b4f914c5 \
	  golang.org/x/text@a8b4671254579a87fadf9f7fa577dc7368e9d009 \
	  golang.org/x/tools@d647fc2532668b2b75a92f468487b8085e6ed58b
	```

This issue is about investigating modifying the strategy to perform the update on a per-package level.

See the second part of @bcmills's [comment on CL 256357](https://go-review.googlesource.com/c/build/+/256357/comment/1fddab4c_0f2953ae/) for more details, as well as my reply there.

What I'm imagining (but is incomplete and untested) is roughly:

1. Determine list of packages that are not a part of the module (and in turn may have updates available).
    - This can either be done by reading vendor.txt file, or by running something like `go list -f '{{if .Module}}{{.ImportPath}}{{end}}' all`.
2. For each package, determine which module provides it, figure out the desired version.
3. Invoke a single go get command that requests packages at selected versions:

	```
	go get -d \
	  golang.org/x/sys/cpu@af09f7315aff1cbc48fb21d21aa55d67b4f914c5 \
	  golang.org/x/text/secure/bidirule@a8b4671254579a87fadf9f7fa577dc7368e9d009 \
	  golang.org/x/text/transform@a8b4671254579a87fadf9f7fa577dc7368e9d009 \
	  golang.org/x/text/unicode/bidi@a8b4671254579a87fadf9f7fa577dc7368e9d009 \
	  golang.org/x/text/unicode/norm@a8b4671254579a87fadf9f7fa577dc7368e9d009
	  ...  # same for packages from all other modules
	```

This is the tracking issue for investigating and implementing this as needed, and discussing the approach. It should be easier to do that here than in a code review.

I don't want to do this work now because there isn't a need yet (and I have higher priority work). But this will come up in the future. Filing an issue in the meantime.
Repository: terminal
Issue: Add settings.json option for turning jumplist population on and off
Labels: Area-UserInterface,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

I already use my own custom jumplist editor to put windows terminal profiles (just certain ones) into the jumplist for windows terminal, as well as other software, and other invocations of WT that are more complicated than just loading a profile. It would be nice in this version to be able to turn off the new built-in jumplist creation so my jumplist items don't get overwritten. Plus, I just don't need a jumplist for every profile in addition to the ones I've already manually set up.

<!-- 
A clear and concise description of what the problem is that the new feature would solve.
Describe why and how a user would use this new functionality (if applicable).
-->
Repository: go
Issue: cmd/vet: flag likely incorrect %T usages on reflect.Type
Labels: NeedsInvestigation,FeatureRequest,Analysis

In code that uses Go reflection, it is common that the user prints the type. However, it easy for people (out of habit) to use %T with a `reflect.Type` when they should actually be using `%v` instead.

For example:
```go
t := reflect.TypeOf(...)
if checkValid(t) {
    panic(fmt.Sprintf("invalid type: %T", t)) // incorrect: should be using %v
}
```
It is unlikely that the wrong verb is detected during code review.

In the instances similar to this, I don't think I saw a single case where a person actually wanted to print the type of `reflect.Type` itself (which by the way is `*reflect.rtype` and not particularly interesting for users).

\cc @dominikh in case this is a check better suited for `staticcheck` than vet.