sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: imshow no longer works for cv::cuda::GpuMat
Labels: bug,category: highgui-gui,category: gpu/cuda (contrib),platform: win32

##### System information (version)
- OpenCV => 4.6
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2022

##### Detailed description
It looks like  https://github.com/opencv/opencv/pull/20116 has removed support for `cv::cuda::GpuMat` in `cv::imshow`.

Previously the [video_reader](https://github.com/opencv/opencv/blob/fc3e393516a7637425f73a3ce40f7950329bf3e3/samples/gpu/video_reader.cpp#L64) sample worked by passing a `GpuMat` directly to imshow, however this no longer works.

The sample can be bypassing the new plugin implementation, changing
`cv::imshow("GPU", d_frame);`
to
`cv::imshow("GPU", cv::ogl::Texture2D(d_frame));`
but I am not sure if it would be better to update `imshow` so that it can again accept `GpuMat`?

##### Issue submission checklist

 - [x] I report the issue, it's not a question
   <!--
   OpenCV team works with forum.opencv.org, Stack Overflow and other communities
   to discuss problems. Tickets with questions without a real issue statement will be
   closed.
   -->
 - [x] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found any solution
   <!--
   Places to check:
   * OpenCV documentation: https://docs.opencv.org
   * FAQ page: https://github.com/opencv/opencv/wiki/FAQ
   * OpenCV forum: https://forum.opencv.org
   * OpenCV issue tracker: https://github.com/opencv/opencv/issues?q=is%3Aissue
   * Stack Overflow branch: https://stackoverflow.com/questions/tagged/opencv
   -->
 - [x] I updated to the latest OpenCV version and the issue is still there
   <!--
   master branch for OpenCV 4.x and 3.4 branch for OpenCV 3.x releases.
   OpenCV team supports only the latest release for each branch.
   The ticket is closed if the problem is not reproduced with the modern version.
   -->
 - [x] There is reproducer code and related data files: videos, images, onnx, etc
   <!--
   The best reproducer -- test case for OpenCV that we can add to the library.
   Recommendations for media files and binary files:
   * Try to reproduce the issue with images and videos in opencv_extra repository
     to reduce attachment size
   * Use PNG for images, if you report some CV related bug, but not image reader
     issue
   * Attach the image as an archive to the ticket, if you report some reader issue.
     Image hosting services compress images and it breaks the repro code.
   * Provide ONNX file for some public model or ONNX file with random weights,
     if you report ONNX parsing or handling issue. Architecture details diagram
     from netron tool can be very useful too. See https://lutzroeder.github.io/netron/
   -->
Repository: deno
Issue: TZ environment variable not respected in PowerShell
Labels: windows,needs investigation

Setting the `TZ` variable on Windows PowerShell does not change the default timezone of Deno

### With Deno
```ts
// test.ts
console.log(Deno.env.get(`TZ`))
console.log(new Date().toString())
```
```ps
PS > $env:TZ='UTC'; deno run --allow-env test.ts; $env:TZ='';
UTC
Mon Aug 01 2022 01:57:00 GMT+0800 (Philippine Standard Time)
```
### With Deno in linux
![image](https://user-images.githubusercontent.com/26142675/182094861-d332f7f9-b8a2-4ec1-839b-6d0273869df8.png)
From https://discord.com/channels/684898665143206084/689420767620104201/1003561619361628270

### With Node
```js
// test.js
console.log(process.env.TZ)
console.log(new Date().toString())
```

```ps
PS > $env:TZ='UTC'; node test.js; $env:TZ='';
UTC
Mon Aug 01 2022 05:47:37 GMT+0000 (Coordinated Universal Time)
PS > $env:TZ=''; node test.js; $env:TZ='';   
undefined
Mon Aug 01 2022 13:47:44 GMT+0800 (Philippine Standard Time)
```

### Deno Version
deno 1.23.3 (release, x86_64-pc-windows-msvc)
v8 10.4.132.8
typescript 4.7.4
Repository: flutter
Issue: Airplane emoji have no color
Labels: platform-ios,framework,engine,a: typography,has reproducible steps,P2,found in release: 3.0,found in release: 3.1,team-ios,triaged-ios

### 
Flutter on the left, iOS native on the right

```
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.0.4, on macOS 12.2.1 21D62 darwin-arm (Rosetta),
    locale zh-Hans-CN)
[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 13.4.1)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2021.2)
[✓] VS Code (version 1.69.2)
Scanning for devices is taking a long time...[✓] Connected device (4 available)
[✓] HTTP Host Availability

• No issues found!
```


```import 'package:flutter/material.dart';

void main() {
  runApp(const MyApp());
}

class MyApp extends StatelessWidget {
  const MyApp({Key? key}) : super(key: key);

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: Scaffold(
        body: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          crossAxisAlignment: CrossAxisAlignment.start,
          children: const <Widget>[
            Text(
              '✈️',
              style: TextStyle(
                fontSize: 64.0,
              ),
            ),
          ],
        ),
      ),
    );
  }
}
```
![screenshot-20220801-163439](https://user-images.githubusercontent.com/13134679/182109349-9b0e4c4e-1c4b-423e-a602-71e44a380547.png)
Repository: go
Issue: x/mobile: duplicate code in gomobile production
Labels: NeedsInvestigation,mobile

The Go Ethereum Mobile API is AAR/Frameworked using Go Mobile.
For example, if the Go code generated by Go Contract Bindings is converted to AAR on Go Mobile in order to use your own contract on Mobile, the following files will be duplicated.

go/error.java
go/Seq.java
go/Universe.java
libgojni.so
Repository: transformers
Issue: GFT: Generative Fundamental Training
Labels: New model

### Model description

Hi,
It is just an ad of our GFT.
It has a novel attention head by fusing attention and mlp layer. It has an ultra-thin, ultra-deep architecture that maximizing model performance with minimal parameters. More interestingly,  it equips a novel decoder call top-E(entropy) algorithm. 
Our model has 81 layers but only 300M parameters. 
Both Chinese and English(Biomedical) model are available.
It is coded from scratch by cuda and C++, no DL framework is needed.
Enjoy!

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

https://github.com/wangyi-fudan/GFT

Chinese Model Download

链接: https://pan.baidu.com/s/1HKw83YWttCIPdnZCZ-hdOA

密码: 0r1j

English Medical Model Download

链接: https://pan.baidu.com/s/1yazmdB8xFzLwXbKmXWslRA

密码: rqdc
Repository: create-react-app
Issue: Support TypeScript module resolution `node16`
Labels: needs triage,issue: bug report

### Describe the bug

Setting `moduleResolution` to `node16` in `tsconfig.json` is not supported.

(Write your answer here.)

### Did you try recovering your dependencies?

Yes

### Which terms did you search for in User Guide?

N/A

### Environment

```
Environment Info:

  current version of create-react-app: 5.0.1
  running from /home/demurgos/.npm/_npx/c67e74de0542c87c/node_modules/create-react-app

  System:
    OS: Linux 5.18 Arch Linux
    CPU: (8) x64 Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
  Binaries:
    Node: 18.7.0 - /usr/bin/node
    Yarn: 3.2.2 - /usr/bin/yarn
    npm: 8.15.1 - /usr/bin/npm
  Browsers:
    Chrome: Not Found
    Firefox: 103.0
  npmPackages:
    react: Not Found
    react-dom: Not Found
    react-scripts: Not Found
  npmGlobalPackages:
    create-react-app: Not Found
```

### Steps to reproduce

1. Initialize a project
2. Set `moduleResolution` to `node16` in the TypeScript compiler options
3. Run the `build` script

### Expected behavior

The project compiles

### Actual behavior

- `node16` requires explicit `.js` extensions.
- when using `.js` extensions, webpack does not find the target file

### Reproducible demo

N/A

### How to fix this

[Webpack 5.74.0](https://github.com/webpack/webpack/releases/tag/v5.74.0) added support for extension aliases. It allows to write `.js` in the imports and resolve the `.ts` file.

The webpack config should update its `resolve` field:

```
{
  resolve: {
    extensionAlias: {
      ".js": [".ts", ".js"],
      ".cjs": [".cts", ".cjs"],
      ".mjs": [".mts", ".mjs"],
    }
    // ...
  }
  // ...
}
```
Repository: flutter
Issue: [Semantics]: Control over TextField's a11y announcer on maxLength property
Labels: a: text input,framework,f: material design,a: accessibility,a: internationalization,c: proposal,team-design,triaged-design

## Use case
On `TextField` widget when setting the `maxLength` property the screen readers will announce how many character is left on every input, which is a bit annoying for the end user when typing a long text.

https://user-images.githubusercontent.com/3314171/182134679-35388057-bf24-4dc3-b201-14e01f91676f.MP4

## Proposal
Could this be possible to add a option to the `TextField` either to disable the live announcer or to change the frequency of the announcing?
Repository: godot
Issue: Vulkan: Raster occlusion margin is too big on baked occluders
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

v4.0.alpha.custom_build.d29e95687

### System information

Win 10/64 NVIDIA GeForce GTX 1060/PCIe/SSE2

### Issue description

Simple scene w/ baked occluders

![image](https://user-images.githubusercontent.com/632766/182136917-da538bf1-1039-42ab-ae1f-7a5648e0a74a.png)

The background meshes do not occlude properly. Here you can see even at the start of the video the back ones should be hidden as soon as they are fully occluded, such as the left one as it begins. However, I have to move the camera until it is nearly inside the front object before the back ones turn off. But once you do go inside, the back objects turn on. So the camera is a few centimeters from the object before they turn off.

https://user-images.githubusercontent.com/632766/182137576-e34e0f0f-dd05-4ec1-9c16-2d042fc6e4a3.mp4

Here I made the front object 10x the size and pulled it back so the objects didn't overlap. Now the left back object is on, even though it's fully occluded. This is the border. If I move the camera just a hair right, the left object will turn off. 

![image](https://user-images.githubusercontent.com/632766/182138398-0f26d240-1b4a-4556-a7bc-840f07d8e248.png)

![image](https://user-images.githubusercontent.com/632766/182138626-4a615dba-dc6b-4a89-91f6-9809a24f6745.png)


### Steps to reproduce

Look at the MRP in overdraw mode.

### Minimal reproduction project

[test_occbake.zip](https://github.com/godotengine/godot/files/9233543/test_occbake.zip)
Repository: ant-design
Issue: I wanna to change upload card display before image list for more image
Labels: Inactive

### What problem does this feature solve?

I wanna to change upload card display before image list for more image
featured for upload image gallery.

### What does the proposed API look like?

-

this issue : https://github.com/ant-design/ant-design/issues/36824#issue-1324089240
<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: PyTorch for quantum mechanics
Labels: feature,triaged,function request,module: scientific computing

### 🚀 The feature, motivation and pitch

As I begin working with PyTorch to simulate and optimize quantum systems, I propose to open this issue to list features that would be helpful.

Note that the goal is **not** to do quantum machine learning (e.g. https://www.tensorflow.org/quantum), but rather to simulate quantum system time evolution (using Schrödinger equation to begin with) and to perform gradient-based optimal control.

### Alternatives

_No response_

### Additional context

Related to #71446, but it is not active and specific to MIT's library.

_Don't hesitate to close this issue if you find it inappropriate, and prefer that I post individual feature requests._
Repository: godot
Issue: [TRACKER] VFX workflow issues
Labels: enhancement,topic:editor,usability,tracker,topic:shaders,topic:particles

### Godot version

475592a3b

### System information

Linux Fedora, Radeon RX 590

### Issue description

I did a focus session with a professional VFX artist and those are the bugs that emerged during our test session
(I will link to existing issues if i can find them)

- One single particle flickers (should be constantly on screen)
- Changing lifetime randomness causes visual glitches
- Billboard VS node doesn't take into account if vertex are in world coord
~~- Connecting vectors into floats doesn't make sense in the way it's done now (dot(vecx(0,3333))~~ FIXED
- Color constants need srgb conversion (Color in VS visualization doesn't match final color, maybe color picker issue?)
- Textures specified in the texture node do not allow specifying flags, have to use sampler and connect to sampler port
-- Sampler port should be enabled by default every time a sampler is connected (but should be possible to change back to texture)
- Components for color and vector split should be unfolded by default (show all pins by default)
- Shader files cannot be closed from the shader dock
- Shader file list cannot be folded or hidden
- Color picker issues: 
-- Opening color picker shows completely white wheel: https://github.com/godotengine/godot/issues/63777
-- Color on the wheel don't match the color at the bottom of the wheel (prob srgb conversion issue?)
-- Color picker is not draggable, ends up covering relevant parts of the screen
-- Color updated signal is fired only when releasing the mouse, so you can't see changes in real time
~~- Node connectors are finnicky to work with, especially at the small resolution you're forced to use to keep everything in one screen: allow snapping connectors from a further distance~~ FIXED https://github.com/godotengine/godot/pull/73137
- allow opening shader dock into separate window
- addmultiply node should default on 1 for the multiplication
- addmultiply (and other nodes) should change their type accordingly to the first pin connected to it.
-- mix node shoul default to the mixS types (vec4, vec4, float as an example)
- New nodes when created by dragging a connection should be filtered by compatible input type

### Steps to reproduce

This is a tracker

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Document to specify `primary` for space key to scroll on web when there are multiple scrollables
Labels: framework,f: scrolling,d: api docs,a: desktop,f: focus,P2,team-framework,triaged-framework

Pressing the spacebar should scroll the page by default. https://gallery.flutter.dev/
Repository: godot
Issue: Shader Globals Sampler2DArray Options Don't Match Shader Uniform Param Options
Labels: bug,topic:editor,topic:shaders

### Godot version

4.0.alpha13

### System information

Windows 10

### Issue description

When creating a Shader Globals for a Sampler2DArray the options box type does not match the shader uniform options
![image](https://user-images.githubusercontent.com/8986360/182166902-86e79544-9c97-4138-a6bf-8e5dcce28b06.png)
![image](https://user-images.githubusercontent.com/8986360/182167960-990ac38a-8f1d-49f1-bab4-87cdcfa6f256.png)
![image](https://user-images.githubusercontent.com/8986360/182166733-9b380020-fff3-4695-a4ba-29d4eb3062ba.png)

the only available option for Shader Globals using a Sample2DArray is a New Texture2DArray


### Steps to reproduce

Create a new project and create a new Shader Global with the Type: sampler2DArray
verify that the only type option is Texture2DArray

### Minimal reproduction project

Can be replicated on any new project and creating a Shader Global with the sampler2DArray type
Repository: vscode
Issue: Interaective Window "compact view" is not compact enough
Labels: polish,under-discussion,interactive-window

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

It isn't a bug exactly but the interactive window quickly gets impractical due to how much spacing there is.

In this example the text size of VS Code is even smaller than the terminal which is providing a similar functionality, but the screen space required is much bigger.

Realistically the interactive window will be side split or bottom split with a text editor, the bottom panel might be open, etc making the comparison worse.

![image](https://user-images.githubusercontent.com/1485998/182173239-52d9cdb9-6d56-4ea9-a790-71b020e83104.png)

![image](https://user-images.githubusercontent.com/1485998/182173448-8fe87c42-2124-4537-8878-68dfa83180a4.png)

It seems VS Code is leaving space between cells for "+ Code" "+ Markdown" buttons that are in the Jupyter Notebook editor and appear on hover. However for interactive windows these buttons never appear and it's just dead space.

(If Github resizes my image- `window.zoomLevel` is `-1`, the height of `[` is 28px in the Command Prompt, in the VS Code output it's 23px, and in the VS Code cell it's 23px.
Repository: go
Issue: x/website: include release dates in release notes
Labels: NeedsInvestigation,FeatureRequest,website

Release history page already presents the release date for each release.
https://go.dev/doc/devel/release

However, the main release notes don't include the release date info.
e.g https://go.dev/doc/go1.12

It will be convenient if the dates (at least years/months) are present.
Repository: material-ui
Issue: [TextField] When TextField is used as select, onChange handler type should be ChangeEvent<HTMLSelectElement>
Labels: bug 🐛,component: text field,typescript

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

When using a `TextField` as select (using the `select` prop), the `onChange` handler expects a function that receives a  `ChangeEvent<HTMLInputElement | HTMLTextAreaElement>`

### Expected behavior 🤔

It should accept a `ChangeEvent<HTMLSelectElement>`

### Steps to reproduce 🕹

Reproduction: https://www.typescriptlang.org/play?#code/JYWwDg9gTgLgBAKjgQwM5wEoFNkGN4BmUEIcA5FDvmQFCiSxwCyWAdgK4CSMWpRJ5AAIh2wAPQhkPKMGQAbMSw7deZANx1w0eABUsADxgAxYFjkATOP1JlhoiVKwz5YvYZNnz6mjQMN45lgEyOxyhOys+MAQrMwAngDCJJCsbDAAFACUcADeNHBwuDGo8ADawKxg7DAANHCoWDCcldUAunAAvJhUMAB07A0AyjCO6WQEEBBkmRoFRawlcAAWyKzmclgJK6wA5lid3Xh9A5vycgBGeADW6elYAG5pAFyH+L1bq3sAoo+sMAA8AAkdEwADKDMxYfBfDYgNIAPmyHXhuXyBXqjWaVQyDzSvRGUD2fXu8nYWBmaIAvnVSq0KQVKDB2FBYuk0QV-m5jKYLBiNvg4CS5GSOjkKtjKXAYh9dlhRdt1pttntKfD2ej-kouDxSEKRQAiCYQfXwo3-RRsbW8NXouDmrkeCw2uAUyk0IA

### Context 🔦

This is a minor issue with no real problematic consequences, the workaround is simple, use a `ChangeEvent<HTMLInputElement>`.

### Your environment 🌎

_No response_
Repository: go
Issue: net/http: export `errCannotRewind`
Labels: NeedsInvestigation

https://github.com/golang/go/blob/dee3efd9f879335cfb583752b0729cc57f61897e/src/net/http/transport.go#L628

I'm having to resort to string matching to identify this error which is not ideal
```go
strings.Contains(err.Error(), "net/http: cannot rewind body after connection loss")
```
I'd love to just be able to use errors.Is
```go
errors.Is(err, http.ErrCannotRewind)
```
Repository: PowerToys
Issue: SVG thumbnail regression
Labels: Issue-Bug,Severity-Regression,Product-File Explorer,Needs-Triage

### Microsoft PowerToys version

0.60.1

### Running as admin

- [X] Yes

### Area(s) with issue?

SVG Thumbnail

### Steps to reproduce

PowerToys `v0.57.2` generated the SVG thumbnails reasonably fast. However, since I upgraded to `v0.60.1` the SVG thumbnail generation is terribly slow. Opening a folder with tens of SVG files takes almost a minute to have all the thumbnails available. The following screenshot shows the behavior in `v0.60.1`:

![image](https://user-images.githubusercontent.com/19362684/182181565-6a01cdd1-0fa5-46f2-803c-828790d2eaf4.png)

On top of that, most thumbnails show a bit of text that appears somewhere in the SVG drawing. It should instead show the whole SVG drawing, like what `v0.57.2` did:

![image](https://user-images.githubusercontent.com/19362684/182185924-cdaa7fa7-ceee-4751-80b2-e6f194efaa99.png)


### ✔️ Expected Behavior

Show SVG thumbnails fast. Show the whole SVG drawing in the thumbnail.

### ❌ Actual Behavior

Generate SVG thumbnails slow. Show part of the SVG drawing in the thumbnail.

### Other Software

_No response_
Repository: vscode
Issue: Activation event for a particular folder opened
Labels: feature-request,api,extension-host

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
Over in GistPad, they support "Wiki's":
https://github.com/lostintangent/gistpad#wikis

which provides an enlightened experience when:

* The folder is named `foo-wiki`
* The folder contains a `gistpad.json` or a `foam.json`

The latter is easily covered by `workspaceContains` activation event but the former isn't possible I think.

If the extension wants this feature, then it has to use `onStartupFinished` to activate which means this extension always activates even when you're not using Gists or Wikis.

Perhaps we should explore adding another activation event called `workspaceName:*-wiki` or make `workspaceContains` also look at the folder name.
Repository: pytorch
Issue: DataLoader parameter pin_memory_device should accept torch.device type
Labels: module: dataloader,triaged

### 🚀 The feature, motivation and pitch

Currently, the DataLoader class parameter pin_memory_device only accepts a device in string format. It should be possible to pass a torch.device instead of a string. 

### Alternatives

_No response_

### Additional context

_No response_

cc @SsnL @VitalyFedyunin @ejguan @NivekT
Repository: PowerToys
Issue: Sound does not play when Always On Top is activated
Labels: Idea-Enhancement,Product-Always On Top,Needs-Triage

### Microsoft PowerToys version

0.60.1

### Running as admin

- [X] Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

Press the keys configured to activate Always On Top.
All expected effects occur except the sound is not played.

### ✔️ Expected Behavior

Current window remains always on top and sound is played.

### ❌ Actual Behavior

Current window remains always on top, but sound is not played.

### Other Software

_No response_
[PowerToysReport_2022-08-01-11-18-01.zip](https://github.com/microsoft/PowerToys/files/9236494/PowerToysReport_2022-08-01-11-18-01.zip)