sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: ENet packets sent with put_packet() are not aggregated (and result in higher packer overhead)
Labels: enhancement,topic:network,performance

### Godot version

3.5.stable

### System information

Windows 10, Linux Server

### Issue description

Mentioned on the ENet feature page is the Aggregation feature (http://enet.bespin.org/Features.html)
As far as I understand, the way it's supposed to work is that the user puts as much packets as they need, they are cached, and once they call `enet_host_service()` or `enet_host_flush()` they are bundled toghether to avoid creating multiple packets for small data.
Small packets leads to more overall overhead. This overhead can reach 60-80 bytes (IP + UDP + ENet headers) per packet, which is a waste, if one sends their data in small chunks of 200-500 bytes.

I did a test in Godot 3.5-stable using raw `NetworkedMultiplayerENet` (without `MultiplayerAPI`). I assumed ENet would accumulate these small packets (< 300 bytes) for me and send them whenever I call `NetworkedMultiplayerPeer.poll()` next time.

But upon inspecting UDP packets in Wireshark, I found out that it sends each small packet separately (even though the `poll()` frequency was intentionally lowered to 10FPS and `put_packet()` raised to 60FPS)

![Снимок экрана (1259)](https://github.com/godotengine/godot/assets/35217125/0b953630-7507-4cff-aec9-94ae0d0e216c)

Upon inspecting the source code, i found this
https://github.com/godotengine/godot/blob/338114d47154298cc96bb3098653bb3db3943457/modules/enet/networked_multiplayer_enet.cpp#L614
At the end of `NetworkedMultiplayerENet::put_packet(const uint8_t *p_buffer, int p_buffer_size)` method, which in my understanding forces the packet to be sent instantly

As such, I am currently forced to manually aggregate packets in some array, make sure its below the MTU and only then call `put_packet()`.

I don't know if that's still present in Godot 4.0 or if something was exposed to support automatic agggregation.  It would be nice to know if it was.


### Steps to reproduce

Connect two peers via `NetworkedMultiplayerENet` and send small, but frequent data.  Inspect packets using Wireshark or tcpdump to discover they ar enot aggregated and instead sent as-is

### Minimal reproduction project

N/A
Repository: opencv
Issue: Is there any way to implement the findContours function using CUDA?
Labels: feature

### Describe the feature and motivation

Hello, recently I found that the findContours function takes a lot of time in images with a large number of contours. I was wondering if there is a way to implement this function using CUDA to make it run faster? Alternatively, are there any other methods to achieve faster contour detection (I am only interested in obtaining the outer contour points of a closed region)? Thank you.

### Additional context

_No response_
Repository: Web-Dev-For-Beginners
Issue: Error 404 in lesson 12 Green Browser Extension
Labels: question

when i click start code 
![2023-06-30](https://github.com/microsoft/Web-Dev-For-Beginners/assets/122432237/7d12acf9-3867-486e-917a-ff54770e2db1)
Repository: flutter
Issue: ModalBottomSheet closes unexpectedly on swipe back gesture
Labels: framework,f: material design,has reproducible steps,P2,workaround available,found in release: 3.10,found in release: 3.12,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

iOS only

1. Open dialog by `showModalBottomSheet`
2. Open page using Navigator
3. Swipe to close the page
4. Instantly tap anywhere within the dialog while the page is closing

### Expected results

The dialog stay open

### Actual results

The dialog closes with the page

### Code sample

<details><summary>Code sample</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: Builder(
        builder: (context) {
          return Scaffold(
            body: Center(
              child: ElevatedButton(
                onPressed: () => openModal(context),
                child: const Text('Open modal'),
              ),
            ),
          );
        },
      ),
    );
  }

  void openModal(BuildContext context) {
    showModalBottomSheet(
      context: context,
      builder: (_) => Center(
        child: ElevatedButton(
          onPressed: () => openPage(context),
          child: const Text('Open page'),
        ),
      ),
    );
  }

  void openPage(BuildContext context) {
    Navigator.push(
      context,
      MaterialPageRoute(
        builder: (_) => const Scaffold(
          body: Center(
            child: Text('Page'),
          ),
        ),
      ),
    );
  }
}
```

</details>


### Screenshots or Video

<details>
<summary>Video demonstration</summary>

https://github.com/flutter/flutter/assets/15147974/4f90e680-aabf-4656-985d-a83120d81707

</details>


### Logs

<details><summary>Logs</summary>

```console
There is nothing to log
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.10.5, on macOS 13.2.1 22D68 darwin-arm64, locale ru-RU)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
[✓] Xcode - develop for iOS and macOS (Xcode 14.3)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.2)
[✓] VS Code (version 1.75.1)
[✓] Connected device (3 available)
[✓] Network resources

• No issues found!
```

</details>
Repository: vscode
Issue: Use `useDefineForClassFields` compiler options
Labels: debt,engineering

### Intro

Some background info: https://www.typescriptlang.org/docs/handbook/release-notes/typescript-3-7.html#the-usedefineforclassfields-flag-and-the-declare-property-modifier and https://www.typescriptlang.org/tsconfig#useDefineForClassFields

The gist is that JavaScript now supports declaring class fields (before they were implicitly defined by assignment). In TypeScript we always declared class fields but the JS variant is slightly different. The sample below will not work anymore because TS constructor fields get now declared too. 

```ts

class Foo {

    private bbb = this.aaa * 7;
                //     ^^^
                //     used BEFORE assignment 

    constructor(private aaa:number){}
}
```


The sample above yields a compile error because the **newly** emitted JS code will be this

```js
// JS compliant code when using `useDefineForClassFields: true`

class Foo {
    aaa;
    bbb = this.aaa * 7;
      //      ^^^^^
      //      💥
    constructor(aaa) {
        this.aaa = aaa;
    }
}

```


The _old_ code would have been (currently is)

```js
class Foo {
    constructor(aaa) {
        this.aaa = aaa;
        this.bbb = this.aaa * 7;
    }
}
```

### Why

There is some hope that explicitly declared class properties prevents shape mutations which leads to deopting


### Adoption

We have ~280 compile errors when enabling `useDefineForClassFields` which can be fixed with ease. Move field assignment that depends on a ctor-defined-field into the ctor itself
Repository: PowerToys
Issue: Fancy Zones, Allow canvase and split in combination. 
Labels: Needs-Triage

### Description of the new feature / enhancement

It would be awesome to split a canvas objectinto multiple sections.

### Scenario when this would be used?

you could create one object over the entire screen and split it into 4 quarters. Then you can have floating objects over other parts of the screen.

### Supporting information

_No response_
Repository: godot
Issue: Godot Android Editor's 2-finger-pan moves too fast
Labels: bug,topic:editor,usability,topic:input

### Godot version

4.1-RC1

### System information

Xiamoi pad 5, Adreno 640, Vulkan Mobile

### Issue description

Good afternoon,

The issue itself is hard to explain with words so I just recorded a video instead:

https://github.com/godotengine/godot/assets/34092413/fcab1cd0-a8de-4125-a6cb-f7ea7e122eda

As you can see, my fingers barely move and the 2D area moves all over the place.

### Steps to reproduce

1- Make a project with Godot's Android Editor
2- Try the 2-finger-pan feature

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Organization / Folders for FancyZones
Labels: Idea-Enhancement,FancyZones-Editor,Product-FancyZones

### Description of the new feature / enhancement

Ability to organize via sort or drag and drop layouts to organize them better. 
Folders would also be wonderful, though I know that would create much more overhead.

### Scenario when this would be used?

If a user has multiple layouts for monitor 3, but they created them after others, they currently have to locate where they are in the potentially long list of layouts they may have.

### Supporting information

![image](https://github.com/microsoft/PowerToys/assets/24682913/7f0ab712-f15d-420d-b869-dc296d7282bb)

As you can see, all three of my "Bottom - " layouts range throughout the list, and while it's not the largest of inconveniences, being able to group them together would save time, even if it's just but auto-organizing them alphabetically.
Repository: terminal
Issue: Active-pane tab too transparent with `useBackroundImageForWindow` experimental feature
Labels: Issue-Bug,Area-UserInterface,Product-Terminal,Priority-3

### Windows Terminal version

1.17.11461.0

### Windows build number

10.0.19045.0

### Other Software

_No response_

### Steps to reproduce

Under Appearance settings, apply any background image
![image](https://github.com/microsoft/terminal/assets/28210232/78a82269-826a-4347-b31b-72152bd7a169)

In the settings.json, set `experimental.useBackgroundImageForWindow` to `true`


### Expected Behavior

![image](https://github.com/microsoft/terminal/assets/28210232/817fed28-909a-4f8c-af0c-22d96605a124)


### Actual Behavior

![image](https://github.com/microsoft/terminal/assets/28210232/c0ffac05-ed82-4d5a-a73a-1704aaebae03)

(the only tab that will function as expected when `experimental.useBackgroundImageForWindow: true` is the Settings tab, as seen below) 
![image](https://github.com/microsoft/terminal/assets/28210232/85f1d445-3b01-48f1-aa30-ae39550798ac)
Repository: godot
Issue: Auto Exposure cause the whole editor to become non-responsive
Labels: discussion,topic:rendering,topic:3d,performance

### Godot version

v4.1.rc2.official [46424488e]

### System information

macOS Monterey, MBP 2020, Intel Iris Plus Graphics, Forward+

### Issue description

<img width="345" alt="Screen Shot 2023-06-30 at 22 44 38" src="https://github.com/godotengine/godot/assets/1484279/32871886-f3ca-4467-bdaa-87312aae1a3c">

Enabling Auto Exposure in Camera Attributes cause the whole editor to lag in a fresh project and fresh scene.

<img width="507" alt="Screen Shot 2023-06-30 at 23 03 45" src="https://github.com/godotengine/godot/assets/1484279/affc236e-e8ee-44d9-8aaf-f21c1c131c53">

<img width="420" alt="Screen Shot 2023-06-30 at 23 04 25" src="https://github.com/godotengine/godot/assets/1484279/4e9840f2-a979-4332-80f3-339ccf63e557">

Also very high GPU usage is observed when auto exposure is enabled, even though the scene is mostly blank.

(Issue is also reproduced in Godot v4.0.3 stable)

### Steps to reproduce

1. Download minimal repo project
2. Notice the physical light unit is enabled in project settings
3. Adjust Exposure under Camera Attributes under Environment node, notice exposure is working as intended
4. Enable Auto Exposure, notice the editor hangs and only response every a few seconds.
5. Disable Auto Exposure and everything works normally.

### Minimal reproduction project

[bread-house-rc.zip](https://github.com/godotengine/godot/files/11917703/bread-house-rc.zip)
Repository: pytorch
Issue: `torch.view_as_real(tensor)` should return `nn.identity(tensor)` if its not complex instead of raising an error
Labels: triaged,module: complex

### 🚀 The feature, motivation and pitch

I think it would be easier if `torch.view_as_real(tensor)` just return the original tensor (maybe with a warning) instead of raising an error. Would simplify usage from something like
```
import torchaudio
import torch
spectrogram = torchaudio.transforms.Spectrogram()(audio)
spectrogram = torch.view_as_real(spectrogram) if torch.is_complex(spectrogram) else spectrogram 
```

to 

```
import torchaudio
import torch
spectrogram = torchaudio.transforms.Spectrogram()(audio)
spectrogram = torch.view_as_real(spectrogram) #handles any case
```

### Alternatives

_No response_

### Additional context

_No response_

cc @ezyang @anjali411 @dylanbespalko @mruberry @Lezcano @nikitaved
Repository: storybook
Issue: [Bug]: Not able to stop javascript from running
Labels: bug,needs triage

### Describe the bug

I was using storybook html version 5.3.21. My stories had <script> tags in them with javascript code inside. The javascript inside these <script> tags would not run unless I used the run script addon and did something like this:

`const runScripts = 'document.getElementById('javascript').innerText'`
`const storyTemplate = '<div> some div </div> <script id='javascript'>!function(){ /* some function */}()</script>`

And by using withRunScript(runScript), I was able to make the javascript within the <script> tags run.

I upgraded to storybook version 6.4.0 and all the <script> tags are running without using the storybook addon run script. This is a problem because I don't want javascript to run for some of the stories. 

Is there a way to stop javascript from running for certain stories? Can I make changes to the storybook-preview-iframe element to disable javascript?

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: godot
Issue: Material Color Values are not Preserved in Dynamically Created Materials Assigned with an Import Script
Labels: bug,topic:import

### Godot version

4.1 RC 2

### System information

Manjaro GL-Compatibility

### Issue description

When changing materials on objects in a scene with an import script color values assigned to new ShaderMaterials are not preserved and the default value is used instead.

### Steps to reproduce

- Create an import script that creates or loads a new ShaderMaterial
- Change a color parameter on the new material in script
- The script should then assign that new material to a MeshInstance3D in the importing scene
- Assign the import script to the import script setting in the import settings for a model then re-import the model

### Minimal reproduction project

[ImportScriptMaterials.zip](https://github.com/godotengine/godot/files/11918990/ImportScriptMaterials.zip)
Repository: next.js
Issue: Could not use relative URLs with "next/font"
Labels: bug,Font (next/font)

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 11 Enterprise
    Binaries:
      Node: 20.3.1
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant Packages:
      next: 13.4.8-canary.13
      eslint-config-next: 13.4.7
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: export
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Font optimization (next/font)

### Link to the code that reproduces this issue or a replay of the bug

npx create-next-app

### To Reproduce

I want to export my pages using relative URL's like: 
```
href="_next/static/...."
```
I am using the solution here: https://github.com/vercel/next.js/issues/2581

I am using the basic project created by create-next-app without Tailwind CSS.
(Every option in  create-next-app is default except for Tailwind CSS )

Here is my next.config.js:
```
const nextConfig = {
    output: 'export',
    assetPrefix: './'
}
module.exports = nextConfig
```
When I run "next build", an error occurs:
```
app\layout.tsx
`next/font` error:
assetPrefix must start with a leading slash or be an absolute URL(http:// or https://)
```


### Describe the Bug


If I comment everything related to "next/font" in "app\layout.tsx"
```
import './globals.css'
// import { Inter } from 'next/font/google'

// const inter = Inter({ subsets: ['latin'] })

export const metadata = {
  title: 'Create Next App',
  description: 'Generated by create next app',
}

export default function RootLayout({
  children,
}: {
  children: React.ReactNode
}) {
  return (
    <html lang="en">
      {/*<body className={inter.className}>{children}</body>*/}
      <body>{children}</body>
    </html>
  )
}
```
Everything works fine.


So the bug is with next/font module.

### Expected Behavior

"next/font" should support a relative path in assetPrefix like "./"

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

_No response_

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

_No response_
Repository: pytorch
Issue: Investigate numerical stability of forward-mode AD of some foreach functions
Labels: triaged,module: forward ad

see: https://github.com/pytorch/pytorch/blob/624d20c3de03316c4ad1928ae5243723c2c8bb03/test/test_foreach.py#L925-L932

Rel:
- #58833
- #102409

cc @soulitzer
Repository: next.js
Issue: NextJs dynamic path variables do not appear in router.query on initial page load, when basePath is changed and middleware exists
Labels: bug,Navigation,Runtime

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: linux
      Arch: x64
      Version: #23-Ubuntu SMP PREEMPT_DYNAMIC Wed May 17 16:55:20 UTC 2023
    Binaries:
      Node: 16.13.0
      npm: 8.1.0
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 12.3.0
      eslint-config-next: 11.1.0
      react: 17.0.2
      react-dom: 17.0.2

warn  - Latest canary version not detected, detected: "12.3.0", newest: "13.4.8-canary.13".
        Please try the latest canary version (`npm install next@canary`) to confirm the issue still exists before creating a new issue.
        Read more - https://nextjs.org/docs/messages/opening-an-issue
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Middleware / Edge (API routes, runtime), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/tasfik007/subpath-test

### To Reproduce

1. Initialize a NextJS application
2. Change the basePath in the .next.config.js file
3. Add a middleware.js file

### Describe the Bug

I have a NextJS application, recently I changed the basePath of my application in next.config.js file just added the basePath key with my desired path.

After doing that I noticed dynamic path variables that were passed through slugs (e.g. /something/[id].js) are not getting loaded initially in next's router.query (in this case id), but after a full page reload it appears perfectly. Surprisingly the variables were also accessible in the getServerSideProp's context.

Now this only happens if I have a middleware file (middleware.js) in my project. This issue happens even if I do nothing in the middleware.


### Expected Behavior

Dynamic variables that are passed through the slugs should be loaded in router.query first time user loaded on the page.

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

Firefox Browser - 114.0.2 (64-bit)

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

_No response_
Repository: go
Issue: x/build/env: host-dragonfly-amd64-622 (VM Image: dragonfly-amd64-622)
Labels: OS-Dragonfly,Builders,NeedsFix,new-builder

This issue tracks porting the dragonfly-amd64-622 (DragonFly BSD 6.2.2 with GOARCH=amd64) GCE host image to LUCI.

Issue #64684 tracks updating to DragonFly BSD 6.4.0 (which might supersede this 6.2.2 version).
Repository: PowerToys
Issue: Taskbar: Set Focus To Last Active Window On Click
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

This feature makes multi-instance apps on combined task buttons behave consistently with single-instance task buttons. The behavior is to return the feature to Windows 11 that Windows 7-10 had, which is described in detail at this link: https://www.howtogeek.com/16334/make-the-taskbar-buttons-switch-to-the-last-active-window-in-windows-7/

Basically, clicking on a taskbar button for an app with multiple instances should return the most recently active application to focus. This eliminates the "hunt through thumbnails to try and figure out which application is the one you want" step. Repeatedly clicking on the button would cycle through the instances of that app in MRU order. 

Note that HOVERING over the button still shows the thumbnails and allows you to hunt through and click if you don't want the most recent one, or you don't know how recently you've used it so don't know how many times to click.

### Scenario when this would be used?

Say you have multiple instances of VS open, along with multiple instances of SSMS, and multiple instance of a browser. When working, you want to switch from VS to SSMS, and then immediately switch back. But your hand is already on the mouse (for example, you're dragging/selecting and copying things to paste). Each instance of the app looks very similar in the thumbnails, so just being able to click once and get back to where you were is a huge win. Having to click, hunt through thumbnails, and then click again really breaks flow and concentration.

### Supporting information

I've used this feature ever since I discovered it (see link above) and I now have literal decades of muscle memory. Moving to Windows 11, where this feature is lacking, is just not an option for me. It's like having a wrench thrown in the smooth operating gears of my workflow. It's constantly frustrating on the one Windows 11 laptop I have, which I don't even use for work. It would be beyond that if I had to use Windows 11 for my work. I'm saying on Windows 10 for this feature alone. If this feature were added to Power Toys in such a way that it added this feature back to Windows 11 (and maybe just surfaced it in a settings UI for Windows 7-10), it would enable me and a lot of other people to adopt Windows 11 and beyond.
Repository: pytorch
Issue: FSDP Optimizer Overlap - follow ups
Labels: oncall: distributed,triaged,module: fsdp

### 🚀 The feature, motivation and pitch

FSDP optimizer overlap is in https://github.com/pytorch/pytorch/pull/98667 needs some follow up work:

- We reallocate the _cpu_grad for CPU offload every iteration. This is potentially wasteful and we should run some profiling to understand the memory / allocation overhead tradeoff.
- We wait on optimizer step completion in post-backward, when it could be moved to the next pre-forward
- For CPU offload, we should explore running the step() on the GPU, right now it runs on CPU

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: go
Issue: x/build/env: host-freebsd-amd64-12_3 (VM Image: freebsd-amd64-123-stable-20211230)
Labels: OS-FreeBSD,Builders,NeedsFix,new-builder

This issue tracks porting the freebsd-amd64-123 (FreeBSD 12.3 with GOARCH=amd64) GCE host image to LUCI.