sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Feature Request]: allow `invoke` and `handle` to `webContents`
Labels: enhancement :sparkles:,component/ipc

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

When the browser process sends IPC message to a renderer, the `invoke`/`handle` pattern is not provided.

### Proposed Solution

Allow `webContents.invoke` and `handle` in the renderer.

### Alternatives Considered

A workaround is to send a IPC message and another one back to the browser process.

### Additional Information

_No response_
Repository: ant-design
Issue: Tour 可以增加api调用？
Labels: 💡 Feature Request,Inactive,🧶 Low Priority,unconfirmed

### What problem does this feature solve?

我只在控制器里面去配置导航内容，不想对结构进行侵入，能否有类似toastApi的形式来帮助我完成tour的功能？

### What does the proposed API look like?

tour.open({
   ...tourProps,
   target: document.querySelector('ant-design-header-title')
})

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Repository: vscode
Issue: Explicitly foregrounding a window does not mark a window as most recent for window switching (alt-backtick) on macOS
Labels: help wanted,upstream,macos,electron,workbench-os-integration

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- VS Code Version: 
- OS Version: macOS 14.0 (23A344)

Steps to Reproduce:

1. Run the following:

```shell
mkdir A B C D
sleep 1 && code A
sleep 1 && code B
sleep 1 && code C
sleep 1 && code D
sleep 1 && code B
```

2. Use command-backtick (⌘\`) to switch windows in VS Code.
3. Use command-backtick (⌘\`) to switch windows in VS Code again.

## Expected

Windows come to the forefront by the most time they were explicitly foregrounded (e.g. opened via the terminal or clicked), like in all other macOS apps:

- D
- C
- …

## Observed

Windows come to the forefront in the following order:

- B
- A

This is extremely unintuitive, especially if you have windows that were created hours ago. (It feels pretty much like a random window comes to the forefront instead of the one you want.)

It would seem that one workaround might be to reload a few windows together if you want them near each other in tab order. However, using `code .` in the shell or the "Reload Window" command does not work. The only way I found that works is to completely close and reopen the relevant windows, which may not be practical if you have long-running shell commands that could cost minutes or hours to re-start (e.g. long-running benchmarks, which are relevant to some projects I work on).

I don't know what VS Code is doing differently, but I think it would be a lot more intuitive to macOS users if the ⌘\` order matched all other apps. In particular, it would allow the very common pattern of using ⌘\` and ⌘⇧\` to switch between two windows repeatedly (instead of having to press ⌘\` arbitrarily often) by just opening them both again e.g. from Finder.
Repository: opencv
Issue: Flipped Faces Resulting in Inconsistent Feature Generation in SFacerecognizer.aligncrop()
Labels: bug

### System Information

OpenCV version: 4.8.0
Operating System / Platform: Ubuntu 20.04

### Detailed description

When utilizing SFacerecognizer.aligncrop() to work with flipped faces, it appears that the function does not correctly flip the face image, leading to inconsistent feature generation for flipped faces.

Expected Behavior:

The SFacerecognizer.aligncrop() function should accurately flip the face image, resulting in consistent feature generation for both original and flipped faces.

### Steps to reproduce

    Import OpenCV.
    Load a face image that needs to be aligned and cropped.
    Use SFacerecognizer.aligncrop() with the flipped face image.
    Observe the feature vectors generated for the flipped face.

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: go
Issue: x/pkgsite: feature: group forks of modules together in "imported by" list
Labels: FeatureRequest,pkgsite

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https://pkg.go.dev/github.com/antlr/antlr4/runtime/Go/antlr?tab=importedby


### What is your user agent?
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/117.0.0.0 Safari/537.36
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### Screenshot
![image](https://github.com/golang/go/assets/4113173/094b77d5-2abc-4352-acfb-f092ac5687a3)

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### What did you do?
open imported by tab
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### What did you expect to see?
Repos list group by original repo and fork repo.


### What did you see instead?
It's mixed in one list.
Repository: ant-design
Issue: 自定義datepicker header的顯示畫面
Labels: Inactive,unconfirmed

### What problem does this feature solve?

當使用自定義format後，展開panel時header還是顯示西元年，使用上感覺挺不一致的

### What does the proposed API look like?

HeaderRender: (mode, date) => React.ReactNode

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: ant-design
Issue: [Preact] second official framework support
Labels: help wanted,Inactive

### What problem does this feature solve?

Motivation:
React - last release React was june 14, 2022, many open issuses, commercial NON-active maintainer, buggy/broken browser devtools
Preact - last release two weeks ago, active development, non-commercial, community support(like antd), worked devtools, minimal size

### What does the proposed API look like?

`antd-preact` package

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Repository: godot
Issue: Autotiling performance causes lags and frameratedrops
Labels: bug,topic:2d,performance

### Godot version

4.1.1 stable

### System information

Godot v4.1.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.3758) - 13th Gen Intel(R) Core(TM) i9-13900KF (32 Threads), 32 GB DDR5 6000MHz RAM

### Issue description

**What am I working on**
A 2D survival game with random map generator in C# but I think this would also be the same problem with GDScript

**What is the issue**
My map has got a chunk system. A chunk has a size of 16x16 tiles. One chunk takes about 5ms to render.
As I want to render 16 new chunks when the player walks into a new chunk, it can take up to a second until all new chunks are rendered. That means there are massive lag spikes. 
Calculating noise data etc already is running on another thread. I tracked the time and the bottleneck seems just to be this function.

Just executing this takes up to 5ms for one chunk of a size of 16x16 tiles.
`
this.SetCellsTerrainConnect((int)TerrainLayer.Ground, positions,0, biomeConfig.TerrainId, false);
`

https://github.com/godotengine/godot/assets/52577744/d7dcefaf-4ae4-4ceb-b2a9-d149735fd9bd

I also tested the "SetCells" with no logic where to place which tile and there are no noticable lag spikes.


https://github.com/godotengine/godot/assets/52577744/ffa4e957-17b8-404f-ab8a-f78c4b5c2a86


### Steps to reproduce

```
var positions = new Array<Vector2I>();
for(var x = 0; x < 16; x++) {
     for(var y = 0; y < 16; y++) {
           positions.Add(new Vector2I(x, y));
     }
}
        
this.SetCellsTerrainConnect( 0, positions, 0, 0, false);
```

### Minimal reproduction project

N/A
Repository: storybook
Issue: [Bug]: Addon-a11y displays visual bug when running the tests
Labels: bug,good first issue,addon: a11y

### Describe the bug

The "Highlight results" checkbox gets misplaced as you run the a11y tests:

![2023-10-12 09 41 24](https://github.com/storybookjs/storybook/assets/1671563/eac7786e-1acb-4eff-85b2-a877cf50a462)


### To Reproduce

1. Access any Storybook with addon-a11y, for instance this one: https://mealdrop.vercel.app/storybook/?path=/story/components-iconbutton--default
2. Open Accessibility panel
3. Open the "Passes" tab, where "Highlight results" is shown
4. Click on "Tests completed" at the bottom right
5. Experience the bug!

### System

_No response_

### Additional context

_No response_
Repository: rust
Issue: go through uses of `DefineOpaqueTypes::No` and either document or change them
Labels: T-compiler,A-impl-trait

This issue can be resolved in individual steps (each application of all steps should be their own commit!):

1. flip a single usage of `DefineOpauqeTypes::No` to `Yes`
2. see what tests fail, document the site by mentioning the test in a comment, revert to `::No`, and open a PR.
3. If no tests fail, still open a PR and assign to @oli-obk or @compiler-errors and leave a comment that there's no test exercising it. We'll try to come up with a test and/or run crater to find examples.


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Repository: pytorch
Issue: type promotion test for torch.div variants is broken
Labels: triaged,module: testing

The OpInfo for `torch.div` for the variants `floor_rounding` and `trunc_rounding` currently set `promotes_int_to_float=True`:

https://github.com/pytorch/pytorch/blob/b35279dfac2950c053d005fdbe179312c5f9d921/torch/testing/_internal/common_methods_invocations.py#L10882

This is wrong and will be removed in #110939. In turn, this will trigger regular type promotion checks for binary ops:

https://github.com/pytorch/pytorch/blob/b35279dfac2950c053d005fdbe179312c5f9d921/test/test_binary_ufuncs.py#L522-L531

This test however doesn't use the regular sample inputs defined on the op, but rather hand-crafted ones:

https://github.com/pytorch/pytorch/blob/b35279dfac2950c053d005fdbe179312c5f9d921/test/test_binary_ufuncs.py#L474-L476

For regular sample inputs, we set the `rounding_mode` through a `functools.partial` to the sample inputs function

https://github.com/pytorch/pytorch/blob/b35279dfac2950c053d005fdbe179312c5f9d921/torch/testing/_internal/common_methods_invocations.py#L10878

Meaning, the `rounding_mode="floor"` or `rounding_mode="trunc"` never make it to the type promotion test. The test calls `torch.div`, which by default performs true division and thus `promotes_int_to_float=True`, but the test expects it to perform regular type promotion.
Repository: godot
Issue: Corrupted Scenes due to Caching in .godot
Labels: bug,topic:core,topic:editor,confirmed

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___ 
### Godot version

4.1.2 stable

### System information

Godot v4.1.2.stable - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4070 (NVIDIA; 31.0.15.3640) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### Issue description

Basically, I get corrupted scenes all the time. With the scenes and all resources completely ok and working. (Build works without Problems.)
Also there is no Info why they are corrupted/cant be opened.. In 3.x at least you always could open the scene and fix dependencies etc. But thats another topic.

So the main problem is, that rebasing in git basically corrupts my project (several scenes in it) everytime.
It worked fine before the rebase.
To fix this I need to delete the .godot folder. I load the project - still getting corrupted scenes issues (probably due to some weird racing conditions, without caches in .godot) - reload it again and then everything works.

This workaround works basically all the time when something goes corrupt.

Sorry if this already exists I looked through the issues and did not found anything (which is a little bit weird, as I guess it should happen to nearly everyone who uses git with rebase.

### Steps to reproduce

Have a more or less complex project.
Rebase in Git.

### Minimal reproduction project

https://github.com/dekaravanhoc/Godot-MRP-Corrupted-Scenes

Starting the project (no .godot), shows an error for scene_loaded. Reloading it and the error is gone. 
Running scene_loader.tscn - no problem.
Running scene_loaded.tscn - also no problem except, errors for scene_loaded and custom_ressource loading.
Deleting .godot corrupts scene_loaded.tscn and scene_loaded_inherited.tscn. Reloading fixes it.
Change some stuff - that does not break anything - adding vars etc. 
Do 2-3 Commits and squash them.
Corrupts the scene_loaded.tscn and scene_loaded_inherited.tscn
Repository: godot
Issue: Project Camera Override doesn't override correct camera
Labels: bug,topic:editor,topic:3d

### Godot version

4.2.dev and 4.1.2.stable

### System information

Windows 11 - 4.1.2.stable, 4.2.dev

### Issue description

When selecting the project camera override, the wrong camera is overridden.
Instead of the "Current" camera, the base viewport camera is controlled.

It also overrides any culling masks, which will often strongly limit usefulness of this feature if culling masks are used.

The erroneous override is also made regardless of the order of the camera in the scene tree.

### Steps to reproduce

## Conceptually:
Create as subviewport with its own Camera3D, set that camera to be "Current = true", and then select the Project Camera Override option in the editor while the game is running.

## With the reproduction project:
- open project, open `reproduction.tscn`
- run the "reproduction" scene
- observe round object is drawn for the subviewport camera, cube object and prompt are drawn for the background camera
![image](https://github.com/godotengine/godot/assets/8904620/c0958881-ab98-4faa-a75d-e817b3f88880)
- follow the prompt and enable project camera override
- **observe**: "background" camera control is exchanged, foreground stays static
- **observe**: because the culling mask is set to the editor mask, additionally, a confusing rendering of previously culled geometry happens, duplicating the round object on the background camera

https://github.com/godotengine/godot/assets/8904620/9b2bef2c-84aa-42bf-8a90-d728a7caf87f


## Expected:
- the actual "current" camera is controlled and has its transform overridden
- culling mask should not be overridden, since there is no control to change the editor camera culling mask. the image seen by this overridden camera is likely very wrong as its mask matches everything.

### Minimal reproduction project

[camera-override-bug.zip](https://github.com/godotengine/godot/files/12879699/camera-override-bug.zip)
Repository: PowerToys
Issue: Deliberately launch a deactivated PowerToy
Labels: Idea-Enhancement,Needs-Triage

### Description of the new feature / enhancement

I propose that you add a way to quickly launch a PowerToy even if the PowerToy (the keyboard shortcut for it) is currently deactivated

1. by deliberately selecting a PowerToy from a list
2. by deliberately typing the name of the PowerToy (or a substring of the name)


For 1., I would suggest that "PowerToys Run" (`Alt`+`Space`) can also be used to launch another PowerToy (deactivated or not).
For 2., I would suggest that the PowerToys tray dialog gets the capability to launch a PowerToy once without having to activate it first (via the toogle button) and then deactivate it again after usage.

### Scenario when this would be used?

This has various general benefits:
- It would allow users to launch a PowerToy almost as quickly as with an active keyboard shortcut and without having to memorize the shortcuts.
- The keyboard shortcuts don't have to be active all the time. Having all these keyboard shortcuts active all the time is sometimes problematic because the chosen keyboard shortcut might interfere with an existing keyboard short cut of another app and also it is quite easy to accidentally press a keyboard shortcut.

Offering the _two_ mentioned ways instead of just one has the following benefits:
- Both keyboard-centric users as well as mouse-centric users get their way.
- If users forgot the name of the PowerToy they wants to launch, the find and select it in the list. 

### Supporting information

_No response_
Repository: three.js
Issue: MSAA does not always work when doing RTT.
Labels: Needs Investigation

### Description

I would expect to have same output image when rendering to screen with `antialias: true` or when using EffectComposer + RenderPass + OuputPass and a render target with 4 samples

### Reproduction steps

Open [https://jsfiddle.net/5kczseda/1/](https://jsfiddle.net/5kczseda/1/).
The left cube is rendered to screen while the right cube uses postprocessing and has aliasing

However I found that this behaviour changes depending on material type and clear color opacity. You can reproduce the conditions by using the checkboxes in the gui. The "appyPatch" checkbox premultiplies alpha inside OutputPass shader, before tonemapping and colorspace conversion.

1. basic material + transparent clear color = aliasing
2. basic material + transparent clear color + patch = ok
3. standard material + transparent clear color = aliasing
4. standard material + transparent clear color + patch = aliasing
5. basic material + solid clear color  = ok 
6. standard material + solid clear color = aliasing 

I would also like to point out that setting the clear color on the RenderPass produces a different color


### Code

See the live example

### Live example

* [https://jsfiddle.net/5kczseda/1/](https://jsfiddle.net/5kczseda/1/)


### Screenshots

![Screenshot 2023-10-12 103814](https://github.com/mrdoob/three.js/assets/14975024/550cda14-bc4d-4126-ae5f-55954ce45586)


### Version

157

### Device

_No response_

### Browser

_No response_

### OS

_No response_
Repository: java-design-patterns
Issue: Translate to Tamil
Labels: info: help wanted,type: feature,epic: translation

@iluwatar I am opening this issue to track the progress of Tamil Language Translation of Java Design Patterns
Repository: rust
Issue: E0597 should highlight source of `'static` requirement
Labels: A-diagnostics,A-lifetimes,A-borrow-checker,T-compiler,D-terse

### Code

```Rust
trait Store<T> {}

struct SimpleStore;

impl<T> Store<T> for SimpleStore where T: 'static {}

fn run<T>(_input: T, _store: impl Store<T>) {}

fn main() {
    let x = String::new();

    run(&x, SimpleStore);
}
```


### Current output

```
error[E0597]: `x` does not live long enough
  --> src/main.rs:12:9
   |
10 |     let x = String::new();
   |         - binding `x` declared here
11 |
12 |     run(&x, SimpleStore);
   |     ----^^--------------
   |     |   |
   |     |   borrowed value does not live long enough
   |     argument requires that `x` is borrowed for `'static`
13 | }
   | - `x` dropped here while still borrowed
```


### Desired output

```
error[E0597]: `x` does not live long enough
  --> src/main.rs:12:9
   |
 5 | impl<T> Store<T> for SimpleStore where T: 'static {}
   |                                           ^^^^^^^
   |                                           'static bound introduced here
 ...
   |
10 |     let x = String::new();
   |         - binding `x` declared here
11 |
12 |     run(&x, SimpleStore);
   |     ----^^--------------
   |     |   |
   |     |   borrowed value does not live long enough
   |     argument requires that `x` is borrowed for `'static`
13 | }
   | - `x` dropped here while still borrowed
```


### Rationale and extra context

In large code bases with complex types it can be very hard to find where exactly a `'static` bound has been introduced.

### Other cases

_No response_

### Anything else?

Some similar but distinct issues about `'static` sources are: #112519 and #113041.
Repository: vscode
Issue: Option to skip writing file associations in registry during auto update
Labels: install-update,windows

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I have made some own customizations to registry entries on VS Code associated files (HKCU\Software\Classes\VSCode.*). Each time VS Code updates the registry will be overwritten and I need to run a script to bring my changes back again. Then I made the affected registry keys read-only, but that ended up breaking VS Code auto update: now every time VS Code tries to update itself, an "access denied" error is shown for every single key. There are buttons to retry, ignore and cancel the installation, but no "apply for all" checkbox, so I'll have to click the "ignore" button hundreds of times if I want the installation to finish.

![Access denied error code](https://github.com/microsoft/vscode/assets/97915843/a06ba710-f918-4773-b20c-68244dfc3e19)

I hope there is an option in VS Code to skip writing file associations during auto update, just like the checkbox for it in a fresh VS Code installation.
Repository: pytorch
Issue: "Invalid Scalar type" when using bf16 allreduce with Gloo backend
Labels: oncall: distributed

### 🐛 Describe the bug

When I do a bf16 allreduce on GPU tensors with the gloo backend, I hit an "Invalid scalar type" issue. It seems that the `GENERATE_ALL_TYPES` logic in gloo does not support bf16.

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu