sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Windows Explorer File Details & Preview Enhancement
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

It has been a standard part of Windows Explorer for a long time to allow users to show either a file **Details** pane on the right, or a **Preview** pane. 

My feature/enhancement idea would be to have Explorer show both the File Details & Preview panes simultaneously, as shown in these mockup screenshots that I created.

If such a modification to Explorer is possible, then perhaps these are some ideas to make it configurable:

1. The user can decide how to display the panes. One atop the other, or side-by-side.
2. The two parts can be resized by the user using a separator bar that can be dragged with the mouse.
3. The user can decide where each pane appears first _"Details" then "Preview"_ or _"Preview" then "Details"_

**File Details Pane above Preview Pane _(CONCEPT)_:**
_The Details and Preview panes can be shown one atop the other when display space is limited._
![Explorer Details   Preview Concept](https://user-images.githubusercontent.com/46154311/155832135-ef313e0e-9f88-4a86-b4b4-a2e4ec738bfc.png)

**File Details Pane beside Preview Pane _(CONCEPT)_:**
_If the Details and Preview panes can be displayed side-by-side, then a lot of Explorer "dead-space" can be eliminated. Especially useful on wide screens_
![Explorer Details   Preview Concept (2)](https://user-images.githubusercontent.com/46154311/155832853-033df66d-0ca6-4419-a58f-0056a2030409.png)


### Scenario when this would be used?

If both Details and Preview panes can be displayed at the same time in Explorer, then users can save time through eliminating the need to use their mouse to go to "View | Preview Pane" or "View | Details Pane".

Users can then focus mostly on what Explorer is intended to be used for - _**File Management**_!

### Supporting information

_No response_
Repository: pytorch
Issue: torch.fx failed when tracing functions from other Libs.
Labels: triaged,module: fx

### 🐛 Describe the bug

When we are trying to use torch.fx to trace functions in other libs, I met the below failure:
```python
import torch
import torch.nn as nn
from torch.fx import Tracer, GraphModule
import dgl
from dgl.nn.functional import edge_softmax

class Test(nn.Module):
    def forward(self, graph, x):
        return edge_softmax(graph, x)

m = Test()
traced = GraphModule(m, Tracer(autowrap_functions=(edge_softmax,)).trace(m))
print(traced.graph)
print(traced.code)
```
The output is:
```
graph():
    %graph : [#users=1] = placeholder[target=graph]
    %x : [#users=1] = placeholder[target=x]
    %edge_softmax : [#users=1] = call_function[target=dgl.ops.edge_softmax.edge_softmax](args = (%graph, %x), kwargs = {})
    return edge_softmax

torch.fx._symbolic_trace.wrap("dgl_ops_edge_softmax_edge_softmax")

def forward(self, graph, x):
    edge_softmax = dgl_ops_edge_softmax_edge_softmax(graph, x);  graph = x = None
    return edge_softmax
```
The '.' was replaced by '_' in the custom functions.
For this issue, I checked the relative functions, and I think in torch/fx/graph.py, line 314:
```python
        def add_global(name_hint: str, obj: Any):
            """Add an obj to be tracked as a global.

            We call this for names that reference objects external to the
            Graph, like functions or types.

            Returns: the global name that should be used to reference 'obj' in generated source.
            """
            if _is_from_torch(obj) and obj != torch.device:  # to support registering torch.device
                # HACK: workaround for how torch custom ops are registered. We
                # can't import them like normal modules so they must retain their
                # fully qualified name.
                return _get_qualified_name(obj)
```
This issue is caused by this 'add_global' function. Could we change here to support import function from other libs?

### Versions

github master branch

cc @ezyang @SherlockNoMad
Repository: flutter
Issue: Implement 'autoDismissAlerts: true' equivalent for iOS devices (and Android)
Labels: a: tests,c: new feature,framework,c: proposal,f: integration_test,P3,team-framework,triaged-framework

Currently system alerts are not dismissible from flutter-test. It breaks the integration test flow. Will it be possible to have the equivalent of autoDismissAlerts: true as in Appium for flutter-test?
Repository: flutter
Issue: Distinguish the key with same scancodes but different logical key.
Labels: a: text input,c: new feature,framework,platform-windows,c: proposal,P3,team-framework,triaged-framework

## Use case
This issue is extracted a common issue from #97582 and #88646.

In some cases, keys with same scancodes (both is zero) will be pressed at the same time with different logical key.
This is caused by emulated shortcut key on Windows.
- On Windows (both win32 apps and web pages on Chromium), pasting from Win+V will emulate Ctrl+V but both scancode is 0.
- On web on Chromium on Windows, the emoji item in the context menu on textarea will emulate Win+period but both scancode is 0.

In #97582 and #88646:
This assertion https://github.com/flutter/flutter/blob/ab89ce285f76a3fd3a9328ec863f5623cc5ac8bc/packages/flutter/lib/src/services/hardware_keyboard.dart#L444-L447
is fails because PhysicalKeyboardKey uses the pyhsical key to remain pressed keys: https://github.com/flutter/flutter/blob/ab89ce285f76a3fd3a9328ec863f5623cc5ac8bc/packages/flutter/lib/src/services/hardware_keyboard.dart#L392

## Proposal
- The PhysicalKeyboardKey should distinguish these keys.
Repository: godot
Issue: Transform2D basis_xform_inv() returns basis_xform()
Labels: bug,topic:core

### Godot version

v4.0 alpha (e3b70f358)

### System information

Majaro KDE, Intel HD grpahics

### Issue description

When using Transform2D, it seems that `basis_xform_inv()` does not return the multiplication with the inverse matrix, but the exact same result as `basis_xform()`.

### Steps to reproduce

````gdscript
var t = Transform2D()
t.set_scale(Vector2(2,2)) 
print(get_parent().get_transform().basis_xform(Vector2(1,1)))     # prints (2,2)   ok
print(get_parent().get_transform().basis_xform_inv(Vector2(1,1))) # prints (2,2)   NOT OK
print(get_parent().get_transform().affine_inverse().basis_xform(Vector2(1,1))) # prints (0.5,0.5)   ok
````

### Minimal reproduction project

_No response_
Repository: godot
Issue: Script Editor: ctrl page down, visually separates the cursor from the selected text
Labels: bug,topic:editor

### Godot version

v3.5.1.stable.official [6fed1ffa3], v3.5.beta1.official [b9b23d222], v3.4.3.stable.official [242c05d12]

It's not reproducible in: v4.0.beta5.official [89a33d28f]

### System information

Windows 10 21H2

### Issue description

In the Script editor.
Selected text remains selected when moving the cursor one page down,
with `ctrl page down` or `alt page down`.

Typing something in this state, replaces the selection,
instead of where the cursor was blinking.

### Steps to reproduce

- Create a new project.
- In the scene dock, click on the button: `2D Scene`
- Right-click on `Node2D`
- Choose `Attach Script`. A window opens: `Attach Node Script`
- Click on the button: `Create`
- In the script editor, select the first line `extends Node2D`
- Press `ctrl page down`
The first line still has the selection highlight, but the cursor blinks on the last line.
- Type something, for example: `a`

### Observed
The selected text on the first line is with: `a`

https://user-images.githubusercontent.com/13420573/155843208-82529974-efb7-4fdf-9615-6e1c9474acd9.mp4


### Expected
`ctrl page down` (and `alt page down`) should most likely 
behave the same as when `page down` is pressed,
without holding down any modifier keys.

The selection should have been canceled when `ctrl page down` was pressed.
And the `a` should have been typed where the cursor was blinking.

### Notes
The same issue is observed with `alt page down`.
And with `ctrl page up` or `alt page up`

`ctrl page down` or `alt page down` doesn't seem to have any special behavior.
This was discovered when intending to jump to the end of the script with `ctrl end`,
but accidentally pressed `ctrl page down` instead.

### Minimal reproduction project

Not needed, it happens in any script.
Repository: next.js
Issue: Next.js throws an exception when running in 3rd party iframe
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

Running the suggested commands failed to produce an output in the sandbox I have created to reproduce the issue. However, perhaps the relevant parameters can be looked up in the sandbox itself:

https://codesandbox.io/s/young-https-mdcctx

It's a clean template running the latest version of Next.js. 

### What browser are you using? (if relevant)

Chrome (latest version) - 3rd party cookies disabled

### How are you deploying your application? (if relevant)

next dev

### Describe the Bug

My example reproduces the behaviour when running Next.js in a 3rd party iframe - merely running a basic Next.js app in such a setup throws an exception (see console).

Demo website - https://rightsize-store.000webhostapp.com/next_js_test.html
Sandbox - https://codesandbox.io/s/young-https-mdcctx

Here's the error:

```
Error was not caught DOMException: Failed to read the 'localStorage' property from 'Window': Access is denied for this document.
    at initializeBuildWatcher (webpack-internal:///./node_modules/next/dist/client/dev/prerender-indicator.js:47:38)
    at eval (webpack-internal:///./node_modules/next/dist/client/next-dev.js:96:40)
```

In my actual application (too complex to easily reproduce in a sandbox) Next.js is throwing a similar exception:

```
Uncaught (in promise) DOMException: Failed to read the 'sessionStorage' property from 'Window': Access is denied for this document.
    at clearFullRefreshStorage (webpack-internal:///./node_modules/next/dist/client/dev/error-overlay/hot-dev-client.js:314:3)
    at handleApplyUpdates (webpack-internal:///./node_modules/next/dist/client/dev/error-overlay/hot-dev-client.js:265:5)
    at eval (webpack-internal:///./node_modules/next/dist/client/dev/error-overlay/hot-dev-client.js:287:5)
```

Looking into the usage of `clearFullRefreshStorage` inside internal Next.js files I can see that `sessionStorage` is manipulated not wrapped in a try/catch block. Is that intentional?

### Expected Behavior

I would expect that Next.js would work in all environments, including increasingly more restrictive of accessing cookies and web storage.

### To Reproduce

Simply visit https://rightsize-store.000webhostapp.com/next_js_test.html and look at console logs.
Repository: excalidraw
Issue: Please add a "table" template so can be easily added to the drawings
Labels: enhancement
Repository: godot
Issue: TouchScreenButton's "action" property doesnt work as intended on mobile.
Labels: bug,platform:ios,platform:android,topic:porting,needs testing,topic:input,topic:gui

### Godot version

v4.0-alpha2

### System information

Windows 10 64-bit, GPU: NVIDIA Geforce GTX 1650 Ti, CPU: AMD Ryzen 7 4800H

### Issue description

I am porting my game to mobile devices. I need to make a button that would trigger a specific action on pressed. The `action` property seems to do exactly that. And it worked on PC! (with `emulate_touch_from_mouse` enabled) But on mobile, it doesn't work. It doesnt trigger the action when pressed. Nothing.

### Steps to reproduce

See above

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: DISABLED test_python_ir_utils (__main__.TestJit)
Labels: oncall: jit,skipped

Platforms: macos

This test was disabled because it is failing on master ([recent examples](http://torch-ci.com/failure/test_python_ir_utils%2C%20TestJit)).
Repository: godot
Issue: Project manager asset library offers an installation queue, but it's useless within the project manager
Labels: bug,topic:editor,usability,topic:assetlib

### Godot version

v3.4.3.stable.official [242c05d12]

### System information

N/A

### Issue description

Things can be queued but the queue is useless since there is no option to **just** _install_ a demo/template/etc

### Steps to reproduce

Select an asset in the asset library browser, click download, close the next prompt instead of opening the editor.
Repeat a few times
Add one more asset and this time open the editor, instead of just closing the dialog.

Go back to the project manager and the queue is gone.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Script editor not respecting MacOS remapping of HOME/END key on MacOS
Labels: enhancement,platform:macos,topic:editor,usability,topic:input,topic:gui

### Godot version

v3.4.2.stable.official [45eaa2daf]

### System information

MacOS 12.2.1

### Issue description

On MacOS you can remap keys behaviors by creating a special file in your library: `$HOME/Library/KeyBindings/DefaultKeyBinding.dict`

You can see here: https://discussions.apple.com/thread/251108215

Many older devs like me, reconfigure the HOME/END keys to behave like they do on Windows/Linux i.e. goto beginning/end of line. This remapping is not followed by Godot, but it is by every other apps on MacOS. 

Solutions: 
1. Support the configured behavior in MacOS (with or without remapping)
2. Add an entry in the shortcut editor preferences' page to enable remapping "Goto beginning/end of line" for the script editor. 

I'm guessing that #2 might be easier to do.

### Steps to reproduce

On MacOS, in Godot
Plug a keyboard with HOME/END keys
Remapped those keys to behave like they do on Windows: https://discussions.apple.com/thread/251108215
Edit any scripts
Tap on HOME or END and notice that the cursor is sent to the beginning/end of the file instead than being sent to the beginning/end of the line.

### Minimal reproduction project

Any script will do.
Repository: godot
Issue: VisibilityEnabler2D and its signals when starting the game
Labels: discussion,topic:core

### Godot version

v3.5.beta1.official [b9b23d222]

### System information

w10 64

### Issue description

Why doesn't VisibilityEnabler2D emit the "screen_exited" signal when the game starts if the node is offscreen? However, VisibilityEnabler2D does disable the node but does not emit the "screen_exited" signal.

Suppose you have to execute some code when your enemy is detected off screen and when it is detected on screen.
That code won't be executed at game start because VisibilityEnabler2D doesn't fire the signal.

So you say "ok, I'll run the code in _ready because VisibilityEnabler2D doesn't fire the signal".
Ok, so what happens if your game loads a previous state and your object is now on screen?, you will have executed the "off screen" code but now your object is on screen... then there is a mess with the code, the problem is that VisibilityEnabler2D doesn't emit the screen_exited/screen_entered signals (but VisibilityEnabler2D will stop the object) on startup if the object is on or off screen.

### Steps to reproduce

Put an object with the VisibilityEnabler2D node off screen and check that when you start the scene the "screen_exited" signal is not emitted.

### Minimal reproduction project

...
Repository: deno
Issue: deno coverage doesn't mark `finally` if `try`/`catch` have `return` statements
Labels: bug,testing

If both `try`/`catch` have `return` statements, the `finally` statement is marked has uncovered despite being executed.

Even if `try`/`catch` return, the `finally` statement is still executed (this pattern is useful to act like `defer()` in golang and clean resources after returning data for example).

Minimal reproduction:
```ts
//mod.ts
function test(fail:boolean) {
  let rid
  try {
    rid = Deno.openSync("./mod.ts")
    if (fail)
      throw new Error()
    return "ok"
  }
  catch {
    return "ko"
  }
  finally {
    rid?.close()
  }
}
Deno.test("test", () => void test(true))
Deno.test("test", () => void test(false))
```

```
➜ /workspaces/deno $ deno test -A --coverage=.coverage mod.ts
Check file:///workspaces/deno/mod.ts
running 2 tests from file:///workspaces/deno/mod.ts
test test ... ok (5ms)
test test ... ok (3ms)

test result: ok. 2 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out (52ms)

➜ /workspaces/deno $ deno coverage .coverage
cover file:///workspaces/deno/mod.ts ... 93.333% (14/15)
  12 |   finally {
```

Suggestion to fix: if all statements from `finally` block are covered, `finally` should automatically be too
Repository: pytorch
Issue: Strange case of empty non-coalesced sparse tensor
Labels: module: sparse,triaged

### 🐛 Describe the bug

[bug.pt.gz](https://github.com/pytorch/pytorch/files/8147613/bug.pt.gz)

1. I don't understand why `a.indices()` gives an error (maybe related https://github.com/pytorch/pytorch/issues/73426)
2. If indices() of empty tensor is supposed to fail, `why torch.zeros(...).indices()` works?
3. Why difference of behavior of `torch.zeros_like(...).indices()` and `torch.zeros(...).indices()`?
4. Is there a public method for `_nnz()`? Should count_nonzero() be used for this purpose? Currently it doesn't work
5. Why does `zeros_like` return an uncoalesced method? It's supposed to be all-zeros, in any case it should be coalesced.
6. How can be tensor with no elements (nnz=0) non-coalesced at all?

Tensor `a` was constructed from a dense tensor with a `to_sparse()` call: `a = graphadj.movedim(-1, -3).flatten(end_dim = -3).to_sparse()`. Why would it think that it's uncoalesced? Also it's empty. And why would tensor `c` (also empty) be coalesced and return a correct indices() (even though coalesce on a regular empty tensor also throws)?

Thanks!

```python
import torch

a = torch.load('bug.pt')
print(a)
#tensor(indices=tensor([], size=(3, 0)),
#       values=tensor([], size=(0,)),
#       size=(12, 1, 1), nnz=0, layout=torch.sparse_coo)

print(a.indices())
# RuntimeError: Cannot get indices on an uncoalesced tensor, please call .coalesce() first
print(a.is_coalesced())
# False

b = torch.zeros_like(a)
print(b)
#tensor(indices=tensor([], size=(3, 0)),
#       values=tensor([], size=(0,)),
#       size=(12, 1, 1), nnz=0, layout=torch.sparse_coo)

print(b.indices())
# RuntimeError: Cannot get indices on an uncoalesced tensor, please call .coalesce() first
print(b.is_coalesced())
# False

c = torch.zeros(a.shape, layout = a.layout, dtype = a.dtype, device = a.device)
print(c.indices())
# tensor([], size=(3, 0), dtype=torch.int64)
print(c.is_coalesced())
# True

d= torch.tensor([]).to_sparse()
print(d.indices())
# RuntimeError: Cannot get indices on an uncoalesced tensor, please call .coalesce() first
print(d.is_coalesced())
# False
```

### Versions

1.9.1

cc @nikitaved @pearu @cpuhrsch
Repository: material-ui
Issue: [Accordion] Add expansion to happen above the trigger element
Labels: new feature,component: accordion

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Right now it seems the Accordion only allows expansion of information to be below the current item. Would be nice to have it in reverse (ie. go upwards).
Repository: flutter
Issue: Flutter Desktop: Allow using native Flutter widgets in MenuBar applications
Labels: c: new feature,framework,c: proposal,a: desktop,P3,team-design,triaged-design

## Use case

Many desktop applications utilize the menubar to give customers direct access to sticky-functionality. On MacOS menubar applications tend to be on the top _right_ side of your screen and have customizable UIs (Not to be confused with the typical left hand side menubar list). For example, here's a screenshot from 1Password:

<img width="924" alt="Screen Shot 2022-02-26 at 11 17 16 PM" src="https://user-images.githubusercontent.com/16294261/155868016-70687c1b-4925-4478-a4bc-8c7ce80169ab.png">

Flutter currently supports adding [a menubar](https://github.com/google/flutter-desktop-embedding/tree/master/plugins/menubar) to your desktop applications but AFAIK there's no way to customize the UI of that menubar besides just adding lists and items.

If you are writing a desktop application in Swift, the menu bar's UI is fully customizable where you can specify its window size and add images, buttons, lists and anything you would normally add to the main application's window. See this tutorial for an example: https://medium.com/macoclock/how-to-make-a-macos-menu-bar-app-bfdbbcd76077

## Proposal

It would be great if we can write menubar applications with fully supported Flutter widgets on desktop applications such as the one above.
Repository: godot
Issue: (4.0) gui_input() signal working in editor but not working when exported to .exe
Labels: bug,topic:core,topic:gdscript,topic:export

### Godot version

4.0 alpha 3

### System information

Windows 11

### Issue description

I've spent the last 7 days working on the game for Brackeys Game Jam and unfortunately on the last day Godot decided to not export my game :) Yea I know, using the alfa version was a dumb idea. 

So back to the topic. For some reason exporting to .exe file looks kinda broken. In my game, there were a few problems but one that I just couldn't find a solution to was that gui_input() signal was just not working in the exported project. In the editor, it works great, when exported nothing happens.

Edit: I've redid project in Godot 3.4 and all works fine :)

Editor:
![Godot_v4 0-alpha3_win64_vDV3TpRuJa](https://user-images.githubusercontent.com/62170071/155879676-5fcd46a3-5c22-429a-b534-28fa79e936d4.gif)


Exported .exe:
![explorer_IX2PSSI0RB](https://user-images.githubusercontent.com/62170071/155879685-db39525c-fb06-4072-b7a8-9da2608918ff.gif)


Additional GIF. I've started to comment script part by part and at some point it starts to work in .exe file. Then when I undo comments on whole script (script back to what it was at begginig) it STILL WORKS in exe?! Then I reload project and it stops working....
https://imgur.com/a/ye63Yre



### Steps to reproduce

I'll add little project file. It is a mess because it is part of a bigger project from brackeys game jam. But just test "IDCheck" scene and try to click on "name" label.


### Minimal reproduction project

[blabla.zip](https://github.com/godotengine/godot/files/8148594/blabla.zip)