sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: OpenCV4.7.0 and CUDA12.0 compiled with VS2022 reported error C1041
Labels: bug,category: build/install,category: gpu/cuda (contrib),platform: win32

ERROR C1041 Unable to open program database "H:\OpenCV_Build\modules\cudaarithm\CMakeFiles\cuda_compile_1.dir\src\cuda\vc140.pdb"; If you want to write multiple CL.EXE files to the same.PDB file, use /FS  opencv_cudaarithm	C:\Users\XXX\AppData\Local\Temp\tmpxft_00008e78_00000000-10_integral.compute_86.cudafe1.cpp	1	
Error MSB8066 "H:\GIT\opencv_contrib\modules\cudaarithm\src\cuda\integral.cu; H:\GIT\opencv_contrib\modules\cudaarithm\src\cuda\lut.cu "custom generation exits with code 1. opencv_cudaarithm	C:\Program Files\Microsoft Visual  Studio\2022\Enterprise\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets	230
Repository: storybook
Issue: [Feature Request]:chore: replace Jest by Vitest in monorepo
Labels: feature request,build

### Is your feature request related to a problem? Please describe

unit tests take a lot of time in CI
![image](https://user-images.githubusercontent.com/711292/220064925-1d0baf3d-fc55-4e79-a593-9374edc4cdd4.png)

199 second 

without counting sandboxes  tests 
![image](https://user-images.githubusercontent.com/711292/220065484-9806d01d-5335-4453-949d-c08e994ffa35.png)


### Describe the solution you'd like

I think there is something to improve here if we migrate to Vitest even in terms of usability, the API is very handy and simple to implement everywhere.

and I'm seeing major open source projects moving toward Vitest so is it time for Storybook ? to do that as we are considered as a Testing platform in the first place.

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: godot
Issue: Emulate Touch From Mouse function has no effect when using iPad and apple pencil
Labels: enhancement,topic:porting

### Godot version

3.5

### System information

13.0.1 (22A400)

### Issue description

Project->Project Settings->General->Input Devices->Pointing->Emulate Touch From Mouse

The Emulate Touch From Mouse function is effective when sliding the mouse on the mac os. It can simulate the events of InputEventScreenTouch and InputEventScreenDrag. However, when using Apple Pencil to slide on the iPad, the events of InputEventScreenTouch and InputEventScreenDrag cannot be simulated through InputEventMouseButton and InputEventMouseMotion.

Ask the developer to help confirm whether this is a bug or how to set it to simulate the event. It has been a while since the problem was solved. Thank you very much.


### Steps to reproduce

When using Apple Pencil to operate on the iPad's godot app.

### Minimal reproduction project

N/A
Repository: storybook
Issue: Investigate RTL support in Manager
Labels: feature request,ui

### Is your feature request related to a problem? Please describe

We want to investigate what it takes to support RTL layouts in the Storybook manager fully.

How to trigger RTL layout:

```js
document.body.style.direction = "rtl";
```

### Describe the solution you'd like

Ultimately, we want to create a new bug ticket with a list of issues we must tackle to support RTL in the Storybook manager fully.

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: flutter
Issue: Document why `GoRouterState.path` and `GoRouterState.fullpath` can be non
Labels: d: api docs,package,P3,p: go_router,team-go_router,triaged-go_router

On the [GoRouterState class](https://pub.dev/documentation/go_router/latest/go_router/GoRouterState-class.html) we can see the following properties:

[fullpath](https://pub.dev/documentation/go_router/latest/go_router/GoRouterState/fullpath.html) → [String](https://api.dart.dev/stable/2.19.2/dart-core/String-class.html)?
[path](https://pub.dev/documentation/go_router/latest/go_router/GoRouterState/path.html) → [String](https://api.dart.dev/stable/2.19.2/dart-core/String-class.html)?
[location](https://pub.dev/documentation/go_router/latest/go_router/GoRouterState/location.html) → [String](https://api.dart.dev/stable/2.19.2/dart-core/String-class.html)
[subloc](https://pub.dev/documentation/go_router/latest/go_router/GoRouterState/subloc.html) → [String](https://api.dart.dev/stable/2.19.2/dart-core/String-class.html)

I am wondering why the path properties are nullable while the location ones are not? In which cases can fullpath and path be null?
Repository: go
Issue: net/url: JoinPath generates bad path if initial url path is empty string
Labels: NeedsInvestigation

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.20.1 linux/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GOARCH="amd64"
GOOS="linux"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is best.
-->
https://go.dev/play/p/wXMvYKC1FSY

### What did you expect to see?

200 OK

### What did you see instead?

400 Bad Request

The request sent to the server starts with `GET api/endpoint`. It should be `GET /api/endpoint`. The former generates a 400 error in url.ParseRequestURI.
Repository: flutter
Issue: Implement a way for getting keyboard final display height on mobile platform.
Labels: platform-android,platform-ios,c: proposal,P3,team-android,triaged-android

## Background
Nowadays. Mobile platform's software keyboard's height value will trigger every frame from flutter engine and send data to flutter framework's `MediaQuery` object. And we can get current keyboard height using `MediaQuery.viewInsets`.

But we can only get current height, **most of times, we still need to know what's keyboard's final height for some animation and UI layout logics in framework side**. 

Maybe one way to get keyboard final height is to cache current keyboard height when `didChangeMetrics`, and regard the max value as keyboard final height. 

But when user change to a customized keyboard, the height will be changed possibly, and this will be broken(because in framework side we do not know current keyboard is opening or closing). It is not easy for developers to get keyboard final height elegantly.

## Solution
For flutter engine, this is very easy to get. 
For example on iOS, we can get keyboard's finally height very easily using `[keyboardNotification.userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue]`. So that I think we can bring these data in `flutter::ViewportMetrics` in flutter engine, so that we can bring these data in framework side.

## Expected API
For framework side, developers can get final keyboard height by api like:
`MediaQuery.targetViewInset(ctx)` or something else like this(not very sure the name "targetViewInset" is appropriate or not)?


**I will raise PRs if this proposal passed.**
Repository: godot
Issue: GLTF Lights import with wrong value due to specification change
Labels: bug,topic:rendering,topic:import,topic:3d

### Godot version

4.0 - rc2

### Issue description

In blender 3.3 the light output in a GLTF file is in watts
in blender 3.4 the light output is in a new unit due to a specification change in GLTF

This means that when you import a light with blender 3.3 it will work properly in godot 4, but when you use blender 4.4 it will export the light power in a very high value.

The specification for GLTF is here and contains how the punctual lights now use the new units of measurement:
https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual/README.md

The change in blender is here:
https://github.com/KhronosGroup/glTF-Blender-IO/commit/3cf4d007bbf5ae5d9266e4be53e3200fdfcf8fc5

The discussion on why this was changed is here:
https://github.com/KhronosGroup/glTF/pull/2214

**For the devs of GLTF:** I would like if we had unit column in the .glb for the light unit used, as now files are incompatible when we make this change and or will require a user to export again, which makes original uploaders have to ensure a blender version, or the engine to check the file version. 

From a user perspective it will break for them. I made this note here so that its shown on GLTF github too. 

Perhaps even though a small change like this should have been a major version change.

### Steps to reproduce

1. Open Godot 4 RC1/RC2 and import the file provided.
2. Open the light up, the light units will be wrongly set to a much higher value than 500 watts.

You can reproduce the issue running portable blender 2.3 and exporting a light, and also exporting another light from 3.4.

### Minimal reproduction project

A 500 watt light from blender 3.4
[lamp-big-500W-on.zip](https://github.com/godotengine/godot/files/10783648/lamp-big-500W-on.zip)
Repository: pytorch
Issue: Reversing along a dimension, similarly to numpy
Labels: feature,triaged,module: numpy,module: advanced indexing

### 🚀 The feature, motivation and pitch

In `numpy` you can reverse an array as `arr[::-1]` along any dimension. The same in `torch` raises an error: `ValueError: step must be greater than zero`. It would be useful if both operated the same way.

### Alternatives

_No response_

### Additional context

_No response_

cc @mruberry @rgommers
Repository: tauri
Issue: [feat] Make macOS stapling optional
Labels: type: feature request,platform: macOS

### Describe the problem

Right now the stapling process for macOS is mandatory. This means that the bundler must wait for the Apple server to notarize the application. While this is usually fast, it is sometimes slow (up to 20-30m) and CI on macOS is VERY expansive. Right now we did our own bundling externally to Tauri to be able to send the binary to Apple for notarize but not wait on the response. Stapling is totally optional and the OS will be able to retrieve the certificate at runtime.

### Describe the solution you'd like

I would like an option to basically skip those two lines: https://github.com/tauri-apps/tauri/blob/dev/tooling/bundler/src/bundle/macos/sign.rs#L291-L292

### Alternatives considered

Right now you have to bundle your own DMG since you need to sign the `.App` prior to creating the DMG.

### Additional context

_No response_
Repository: tauri
Issue: [bug] Resizing on Windows is much slower in Tauri than in Wry
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

We all know that Chromium is super slow to resize its content, it's present in all Chromium browsers too, but while trying out a few workarounds to make it less noticeable, like setting the window background color via win32 apis (changing the webview2 background doesn't change anything btw because the webview itself is not resized in time), i noticed that this is pretty much no problem in Wry but it got even worse in Tauri than the last time i really paid attention to it.
Here's a recording. Its resolution and fps makes it look a bit worse than it actually is.

https://user-images.githubusercontent.com/30730186/210389507-8367d374-c65f-4238-9e76-7aea3d65ffb4.mp4

Note that i already disabled Tauri's window event handlers in its source code for that recording - no noticeable difference. The 2 apps in the video are release builds pointing to my local dev server. debug builds, and release builds with bundled artifacts have the same behavior.

I could not reproduce this issue on Linux.

### Reproduction

Build literally any app on Windows. It's present even in the most lightweight vanillajs apps.

### Expected behavior

i don't expect Tauri to be as fast as Wry but it shouldn't feel like my computer is crashing.

### Platform and versions

Environment
  › OS: Windows 10.0.19045 X64
  › Webview2: 108.0.1462.54
  › MSVC:
  › Node.js: 18.12.1
  › npm: 8.19.2
  › pnpm: 7.21.0
  › yarn: 1.22.19
  › rustup: 1.25.1
  › rustc: 1.66.0
  › cargo: 1.66.0
  › Rust toolchain: stable-x86_64-pc-windows-msvc

Packages
  › @tauri-apps/cli [NPM]: 1.2.2
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.3, (overwritten with local path for testing but released version has the same problem)
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:5173/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ dist
  ├─ node_modules
  ├─ src
  └─ src-tauri

### Stack trace

_No response_

### Additional context

I also added some window event logging in Wry's source code for testing and that looks jittery too when used in Tauri.
Repository: vscode
Issue: Unable to select settings UI boolean setting descriptions
Labels: bug,settings-editor,confirmed

I would like to select/copy the description of a setting from the UI and it does not allow me to select the text

<img width="995" alt="image" src="https://user-images.githubusercontent.com/10746682/220137514-c60b6950-c148-4d17-8c18-e85511d425ea.png">
Repository: TypeScript
Issue: Extremely slow Intellisense
Labels: Needs More Info,Domain: Performance


Type: <b>Bug</b>

Intellisense is extremely slow on one of my projects. Number of files wise, it is the smallest. The only two things that are "different" with this project is that I use bun instead of npm (I tried using it on another project though, and did not see the issue) and that I have some 200GB sqlite files in the directory structure (though they are ignored in tsconfig et al).

VS Code version: Code 1.75.1 (441438abd1ac652551dbe4d408dfcec8a499b8bf, 2023-02-08T21:34:01.965Z)
OS version: Darwin arm64 22.3.0
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M2 Max (12 x 24)|
|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, 2, 2|
|Memory (System)|64.00GB (23.79GB free)|
|Process Argv|--crash-reporter-id baceda6d-5dd3-442f-8639-ba24bf49d7ae|
|Screen Reader|no|
|VM|0%|
</details>Extensions: none<details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
pynewext54:30660299
azure-dev_surveyone:30548225
pyindex848:30662994
nodejswelcome1cf:30587006
3biah626:30602489
pyind779cf:30662993
89544117:30613380
pythonsymbol12cf:30657549
vsctsb:30662444

```

</details>

<!-- generated by issue reporter -->
Repository: opencv
Issue: decomposeHomograpyMat does not return orthogonal transformation
Labels: category: calib3d,incomplete

Hi, 

### Expected behaviour
cv2.decomposeHomograpyMat(H,K,....) returns orthogonal Matrix. 

### Actual behaviour
cv2.decomposeHomograpyMat(H,K,....)  returns rvecs what do not represent an orthogonal transformation.

### Note
*  This Phenomena mainly occurred if the resulting Rotation Matrix was close to the identity Matrix.
*  this behaviour occures even more frequently if "cv.estimateAffine2D" is used combined with decomposeHomography Matrix.
* i have not tested if the behaviour also occurs using c++.  I could imagine there is some conversion precision loss when using python bindings.

best regards 
Markus
Repository: TypeScript
Issue: Wrong import suggestion in subpath pattern
Labels: Needs Investigation

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- VS Code Version:  1.75.1
- OS Version: Darwin x64 22.1.0 (MacOS)

Steps to Reproduce:

1. Install `@neo4j-ndl/react@1.0.0-alpha-fafbc08`
2. Try to import an icon like `<AdjustmentsHorizontalIconSolid />` in a JSX file.

The recommended import path is `@neo4j-ndl/react/lib/types/icons` while the correct based on the `exports` field would be `@neo4j-ndl/react/icons`

The modified `package.json` is looking like this:
```json
{
  "name": "@neo4j-ndl/react",
  "version": "0.17.7",
  "sideEffects": false,
  "description": "React implementation of Neo4j Design System",
  "keywords": [
    "neo4j",
    "react",
    "design system",
    "needle",
    "ndl"
  ],
  "author": "Neo4j Inc.",
  "homepage": "",
  "license": "GPL-3.0",
  "main": "./lib/cjs/index.js",
  "module": "./lib/esm/index.js",
  "types": "./lib/types/index.d.ts",
  "exports": {
    "./icons": {
      "import": "./lib/esm/icons/index.js",
      "require": "./lib/cjs/icons/index.js",
      "types": "./lib/types/icons/index.d.ts"
    },
    ".": {
      "import": "./lib/esm/index.js",
      "require": "./lib/cjs/index.js",
      "types": "./lib/types/index.d.ts"
    }
  },
 ...
}
```

As a library publishers tried it also with WebStorm to see how it behaves and I can see that there it is imported as expected (video):


https://user-images.githubusercontent.com/12672541/219434237-a77ee748-c7b3-4995-a083-0690af3d9657.mp4


Also noticed, that if there is one module imported from `@neo4j-ndl/react/icons` then the suggestion works as expected (image): 
<img width="675" alt="CleanShot 2023-02-16 at 18 00 20@2x" src="https://user-images.githubusercontent.com/12672541/219435490-ab6b2993-f112-4b2b-8b72-4facbb6e5dc3.png">
Repository: pytorch
Issue: COO @ COO tries to allocate way too much memory on CUDA
Labels: module: sparse,module: cuda,triaged,matrix multiplication

### 🐛 Describe the bug

```python
In [1]: import torch

In [2]: x = torch.rand(1000, 1000, device='cuda')

In [3]: %timeit x @ x
19.7 µs ± 10.9 µs per loop (mean ± std. dev. of 7 runs, 1 loop each)

In [4]: %timeit x @ x.to_sparse()
21 ms ± 598 µs per loop (mean ± std. dev. of 7 runs, 1 loop each)

In [5]: %timeit x.to_sparse() @ x
30.9 ms ± 72.5 µs per loop (mean ± std. dev. of 7 runs, 10 loops each)

In [6]: %timeit x.to_sparse() @ x.to_sparse()
---------------------------------------------------------------------------
OutOfMemoryError                          Traceback (most recent call last)
Input In [6], in <cell line: 1>()
----> 1 get_ipython().run_line_magic('timeit', 'x.to_sparse() @ x.to_sparse()')

File ~/.conda/envs/pytorch-cuda-dev-nik/lib/python3.10/site-packages/IPython/core/interactiveshell.py:2305, in InteractiveShell.run_line_magic(self, magic_name, line, _stack_depth)
   2303     kwargs['local_ns'] = self.get_local_scope(stack_depth)
   2304 with self.builtin_trap:
-> 2305     result = fn(*args, **kwargs)
   2306 return result

File ~/.conda/envs/pytorch-cuda-dev-nik/lib/python3.10/site-packages/IPython/core/magics/execution.py:1162, in ExecutionMagics.timeit(self, line, cell, local_ns)
   1160 for index in range(0, 10):
   1161     number = 10 ** index
-> 1162     time_number = timer.timeit(number)
   1163     if time_number >= 0.2:
   1164         break

File ~/.conda/envs/pytorch-cuda-dev-nik/lib/python3.10/site-packages/IPython/core/magics/execution.py:156, in Timer.timeit(self, number)
    154 gc.disable()
    155 try:
--> 156     timing = self.inner(it, self.timer)
    157 finally:
    158     if gcold:

File <magic-timeit>:1, in inner(_it, _timer)

OutOfMemoryError: CUDA out of memory. Tried to allocate 22.37 GiB (GPU 0; 5.78 GiB total capacity; 71.10 MiB already allocated; 4.99 GiB free; 86.00 MiB reserved in total by PyTorch) If reserved memory is >> allocated memory try setting max_split_size_mb to avoid fragmentation.  See documentation for Memory Management and PYTORCH_CUDA_ALLOC_CONF

```

### Versions

Current master.

cc @alexsamardzic @pearu @cpuhrsch @amjames @bhosmer @ngimel
Repository: TypeScript
Issue: Typescript: Sort imports in quick fix with imports from node_modules ordered last
Labels: Needs More Info


*TS Template added by @mjbvz*

**TypeScript Version**: 5.0.1

**Search Terms**
- getCodeFixes
- Code actions
- quick fix

---

See screenshot.

The 3rd option is an alias in our project source. The imports from @ag-grid-community/core are from a 3rd party library.

There is no way to ensure that my project's code is prioritised when suggesting what to use, it's driving me nuts.

<img width="782" alt="Screenshot 2023-02-16 at 5 21 07 pm" src="https://user-images.githubusercontent.com/9585787/219322576-e6718324-8461-4a84-835d-261595feffe7.png">
Repository: material-ui
Issue: Ability to Extend/Inherit Styles of Variant
Labels: new feature,waiting for 👍,package: system

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Currently, when we create a custom variant for a component such as a Button, we have to manually define all of the styles for that variant. This can be time-consuming and can lead to duplication of code when we want to create a variant that is similar to an existing one with some slight modifications.

My suggestion is to add a new feature that would allow us to extend or inherit the styles of an existing variant when creating a new one. For example, if we create a new variant called contained_v2 for a Button, we should be able to specify that this variant should have all the existing styles of contained_v1 with the new ones applied on top.

This would save us a lot of time and effort when creating variants that are similar to existing ones, and would help us maintain a consistent style across our projects.

### Examples 🌈

````typescript
	MuiButton: {
		variants: [
			{
				props: { variant: 'contained_v2' },
				inherit: "contained",  // SUGGESTION
				style: ({ theme, containedStyles }) => {
					return {
						...containedStyles,
						minWidth: '112px',
						background: theme.palette.background.paper,
						color: theme.palette.primary.light,
						boxShadow:
							'0px 2px 2px rgba(10, 16, 20, 0.24), 0px 0px 2px rgba(10, 16, 20, 0.12)',
						'&:hover': {
							background: 'background.paper',
						},
						'&:active': {
							background: 'background.paper',
						},
					};
				},
			},
		],
	},
````

### Motivation 🔦

_No response_