sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: instantiateImageCodecWithSize leaks buffer on web
Labels: engine,platform-web,e: web_canvaskit,P2,e: web_skwasm,team-web,triaged-web,found in release: 3.22,found in release: 3.23

### Steps to reproduce

The [documentation](https://api.flutter.dev/flutter/dart-ui/instantiateImageCodecWithSize.html) for this method states:
`The buffer will be disposed by this method once the codec has been created, so the caller must relinquish ownership of the buffer when they call this method.`

While this is true on non-web platforms as shown below:
[dart:ui](https://github.com/flutter/engine/blob/7a06574d5bcf48c88e17cae888749c2ba8b52adb/lib/ui/painting.dart#L2301)

On web, you can see that only the codec is disposed but not the buffer, and the buffer isn't cleared in any of the called functions since it passes the underlying `.list` and not the buffer itself:
[web:ui](https://github.com/flutter/engine/blob/7a06574d5bcf48c88e17cae888749c2ba8b52adb/lib/web_ui/lib/painting.dart#L516)

This is different from my previously filed [issue](https://github.com/flutter/flutter/issues/147066) since that describes a leaking image, not a leaking buffer.

### Expected results

All platforms should dispose the provided buffer.

### Actual results

The web platform doesn't dispose the buffer, so to prevent a double disposal, one must special case the disposal for web so it is properly cleaned up on web/non-web platforms.

### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.22.1, on Microsoft Windows [Version 10.0.19044.4291], locale en-US)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[√] Chrome - develop for the web
[√] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.3.5)
[!] Android Studio (version 2021.3)
    X Unable to determine bundled Java version.
[√] Android Studio (version 2023.3)
[√] VS Code (version 1.89.1)
[√] Connected device (3 available)
[√] Network resources
```

</details>
Repository: opencv
Issue: dnn 5.x with OpenVINO 2022.1 backend doesn't pass integer tests because of the NaryEltwise layer
Labels: bug

### System Information

OpenCV 5.x
OpenVINO 2022.1

### Detailed description

When building OpenCV 5.x with old OpenVINO versions it doesn't pass some dnn tests with integer tensors. The tests show that the model output has poor accuracy. All these tests use NaryEltwise Add layer, so I think that the problem is related to NaryEltwise. I think that the old OpenVINO versions uses float32 arithmetic inside some int operations (similar to issue #25533). I don't think that it can be fixed in OpenCV code.

### Steps to reproduce

Build OpenCV 5.x with OpenVINO 2022.1 and run the dnn tests

### 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: PowerToys
Issue: Mouse Without Borders - Shortcut to Connect/Disconnet from machine(s)
Labels: Needs-Triage

### Description of the new feature / enhancement

Add shortcut keys to connect or disconnect a machine from mouse without borders. 

### Scenario when this would be used?

Being able to connect or disconnect from a machine without having to open the interface would greatly improve productivity when you only want to work on a specific machine and not have your mouse move to another machine by accident.

### Supporting information

For example something like `Ctrl` + `Alt` + `X` + `<number>` shortcut to disconnect from a machine and `Ctrl` + `Alt` + `C` + `<number>` to connect to a specific machine.
Repository: PowerToys
Issue: Proposal: Guide on Real World Scenarios for PowerToys
Labels: Needs-Team-Response,Needs-Review

### Description of the new feature / enhancement

I would like to create a guide titled "Boost Your Productivity with Microsoft PowerToys: Real World Scenarios" that showcases various use cases where PowerToys can streamline workflows and increase efficiency.

Motivation:
While the official Microsoft PowerToys documentation provides an excellent overview of the tool's features and functions, it lacks examples of how PowerToys can be used in real world scenarios. This guide aims to help both new and existing users understand how PowerToys can benefit their specific workflows by providing practical examples.

### Scenario when this would be used?

This guide would be used by both new and existing PowerToys users who want to understand how to apply the tool's features in their daily workflows. It is particularly important for users who:

- Are new to PowerToys.
- Work in small to medium-sized businesses, for employees that often wear multiple hats and need tools that can streamline repetitive tasks. 
- Seek to optimize productivity.

### Supporting information

_No response_
Repository: material-ui
Issue: [material-ui] Sign-in template improvements
Labels: docs,package: material-ui,design

The issue I can see on https://master--material-ui.netlify.app/material-ui/getting-started/templates/sign-in/ and https://master--material-ui.netlify.app/material-ui/getting-started/templates/sign-in-side/:

- [x] 1. People would zoom because they have struggle reading, can't access the buttons. It's impossible to scroll: https://github.com/mui/material-ui/pull/43396

<img width="620" alt="SCR-20240610-twlt" src="https://github.com/mui/material-ui/assets/3165635/d77fbad1-c267-4f2c-9d56-6c88ea1b24f4">

- [x] 2. This should likely be a color primary https://github.com/mui/material-ui/pull/43220

<img width="423" alt="SCR-20240610-tvns" src="https://github.com/mui/material-ui/assets/3165635/0c08d51e-819f-4bb5-ac48-997953f5b660">

- [ ] 3. This textfield doesn't exist in Material Design

<img width="415" alt="SCR-20240610-tvqx" src="https://github.com/mui/material-ui/assets/3165635/5af7a4b7-02a6-4549-bfdd-ed814386c75e">

- [ ] 4. There are more violations on the page https://validator.w3.org/nu/?doc=https%3A%2F%2Fdeploy-preview-42605--material-ui.netlify.app%2Fmaterial-ui%2Fgetting-started%2Ftemplates%2Fsign-in%2F

<img width="391" alt="SCR-20240610-txje" src="https://github.com/mui/material-ui/assets/3165635/4a8a6158-c123-4c92-9478-134bcc1f27b4">

- [ ] 5. We are missing landmark on the page no? Axe complains about it

<img width="417" alt="SCR-20240610-tyow" src="https://github.com/mui/material-ui/assets/3165635/cff5fa5d-9531-45e9-a93c-0484b27909c0">
could be
<img width="399" alt="SCR-20240610-tyob" src="https://github.com/mui/material-ui/assets/3165635/cfb71dff-132f-4cf3-9571-cc8e9e9e0362">

- [x] 6. The focus UI is strange, I don't understand why the outline is not right on the border. Is here other websites using a double focus border? I don't see it working well: https://github.com/mui/material-ui/pull/43220

<img width="423" alt="SCR-20240611-ucix" src="https://github.com/mui/material-ui/assets/3165635/fbefa839-7b48-4b35-9039-d2a6e6c01c67">

- [ ] 7. Padding should be added to the `<input>` not it's container, because of autofill style:

<img width="413" alt="SCR-20240921-rarf" src="https://github.com/user-attachments/assets/a7f3ad3f-8e64-41f9-9347-468785986ce4">

this would be correct

<img width="426" alt="SCR-20240921-uenb" src="https://github.com/user-attachments/assets/6ff51ec5-4a64-49a4-b01d-c3f50cae3773">

- [ ] 8. I assume that https://mui.com/material-ui/getting-started/templates/sign-in-side/ is a mistake. Showing infos on the side only makes sense for a sign up?
- [ ] 9. The "forgot your password?" button is in the tab sequence between email and password. I don't think this can work. it should be after the submit button. https://auth.planetscale.com/sign-in, https://auth.campsite.com/sign-in. I mean, nobody does what our template does? 

https://github.com/user-attachments/assets/26f339a8-ded7-4e24-86a7-7404f88317ff

#44281
Repository: pytorch
Issue: `Tensor.is_shared` behavior is incorrect for tensors created with `torch.from_file`
Labels: module: multiprocessing,module: serialization,triaged

### 🐛 Describe the bug

For a CPU tensor created with `torch.from_file`, `Tensor.is_shared` always returns `True`, but the tensor is actually not in shared memory

```python
import torch
t = torch.from_file('bla.pt', False, 10)
print(t.is_shared())  # True

t = torch.from_file('bla.pt', True, 10)
print(t.is_shared())  # True 
```

This is because the implementation merely checks whether the dataptr was created via `MapAllocator` or `ManagedMapAllocator`. For sharing strategy `file_descriptor`, data_ptr is created with `MapAllocator`, but the same holds true for `from_file`.

https://github.com/pytorch/pytorch/blob/6630dcd53c6699b7189f917aa5a0935a8cca82fe/torch/csrc/StorageSharing.cpp#L646-L647

### Versions

main

cc @VitalyFedyunin @mruberry
Repository: flutter
Issue: Various Linux linux_web_engine Mac tests time out on macOS 14
Labels: engine,platform-mac,platform-web,P1,team-web

Example:

```
clip_op_golden_test.dart: Clips using difference [E]                                                                                                                                      
   TimeoutException after 0:00:30.000000: Test timed out after 30 seconds. See https://pub.dev/packages/test#timeouts
   home/chrome-bot/.pub-cache/hosted/pub.dev/test_api-0.6.1/lib/src/backend/invoker.dart 338:9   call
   org-dartlang-sdk:///lib/async/zone.dart 1391:39                                               _rootRun
   org-dartlang-sdk:///lib/async/zone.dart 1300:34                                               run
   home/chrome-bot/.pub-cache/hosted/pub.dev/test_api-0.6.1/lib/src/backend/invoker.dart 336:5   _handleError
   home/chrome-bot/.pub-cache/hosted/pub.dev/test_api-0.6.1/lib/src/backend/invoker.dart 331:8   _handleError
   org-dartlang-sdk:///lib/async/zone.dart 1399:12                                               _rootRun
   org-dartlang-sdk:///lib/async/zone.dart 1300:34                                               run
   home/chrome-bot/.pub-cache/hosted/pub.dev/test_api-0.6.1/lib/src/backend/invoker.dart 290:38  call
   org-dartlang-sdk:///lib/_internal/js_runtime/lib/async_patch.dart 121:9                       call
```
https://ci.chromium.org/ui/p/flutter/builders/prod/Linux%20linux_web_engine/8641/overview
https://ci.chromium.org/ui/p/flutter/builders/try/Linux%20linux_web_engine/23872/overview
https://ci.chromium.org/ui/p/flutter/builders/try/Linux%20linux_web_engine/23874/overview
https://ci.chromium.org/ui/p/flutter/builders/prod/Linux%20linux_web_engine/8642/overview

Appears to be flakey:
For example, here's `safari-dart2js-canvaskit-ui` passing on Mac-14: https://ci.chromium.org/ui/p/flutter/builders/prod/Mac%20Production%20Engine%20Drone/363852/overview
And here's it failing on Mac-14: https://ci.chromium.org/ui/p/flutter/builders/try/Mac%20Engine%20Drone/937707/overview
Repository: pytorch
Issue: torch.compile() function calling is slower than @torch.compile decorator.
Labels: needs reproduction,triaged,oncall: pt2

### 🐛 Describe the bug

this is the function to test:

```
def multiple_matrix_mult_elementwise(A, B, C):
    D = A
    for _ in range(5):
        D = torch.matmul(D, B)
    E = D + C
    for _ in range(5):
        E = E * torch.sigmoid(E)
    return E
```

I compile it by using 

fn = torch.compile(multiple_matrix_mult_elementwise)

and by adding @torch.compile decorator on the top of the function.

these are the results:

Decorator time:
Elapsed time: 1636.405 ms
Elapsed time: 0.254 ms
Elapsed time: 0.107 ms
Elapsed time: 0.087 ms
Elapsed time: 0.085 ms
Elapsed time: 0.093 ms
Elapsed time: 0.093 ms
Elapsed time: 0.092 ms
Elapsed time: 0.093 ms
Elapsed time: 0.093 ms


Function call time:
Elapsed time: 1881.964 ms
Elapsed time: 0.216 ms
Elapsed time: 0.119 ms
Elapsed time: 0.115 ms
Elapsed time: 0.111 ms
Elapsed time: 0.129 ms
Elapsed time: 0.112 ms
Elapsed time: 0.109 ms
Elapsed time: 0.108 ms
Elapsed time: 0.108 ms

where is this overhead coming from? is it expected?

### Versions

nightly torch

cc @ezyang @bdhirsh @anijain2305 @chauhang
Repository: godot
Issue: Setting Transform2D origin causes negative scales to flicker
Labels: discussion,needs testing,topic:2d

### Tested versions

- Reproducible in 4.3-beta1, 4.2.2, 3.5.3, 3.0


### System information

Godot v4.2.stable - Linux Mint 21.3 (Virginia) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (nvidia; 535.171.04) - 12th Gen Intel(R) Core(TM) i7-12700K (20 Threads)

### Issue description

When using `transform.origin` to set the position of a Node2D in combination with `scale.x = -1` to flip a Node2D, the Node2D rapidly flips back and forth, even though it should stay flipped because scale.x = -1 every frame.

I expect `transform.origin` in 2D to work the same as `position` in 2D and (within reason) `transform.origin` in 3D

Notes:

- `scale.x = -1` works perfectly on its own
- `transform.origin` works perfectly on its own
- In a 3D scene, this flickering does not happen when using `scale` and `transform.origin` together for a Node3D
- using `position` and `translate()` on Node2D also works perfectly
  
I know that `transform.origin` is not commonly used in 2D (tutorials and docs favor `position`), but the variable is accessible and documented, with no warning that it behaves differently or should be avoided. As someone who makes both 2D and 3D games, it's helpful for me to have these APIs match in situations where there's no reason for a distinction. I see `transform.origin` / `position` to be one of these situations where it should work similarly in 2D and 3D, with `Vector2` vs `Vector3` being the only meaningful difference

### Steps to reproduce

- Place a Sprite2D (preferably a visually asymmetrical one) in a 2D scene
- Give the sprite a gdscript containing:

```gdscript
func _process(delta):
  scale.x = -1
  transform.origin += Vector2.ZERO
  ```
  

### Minimal reproduction project (MRP)

[transform2d-origin-bug.zip](https://github.com/user-attachments/files/15779572/transform2d-origin-bug.zip)
Repository: tauri
Issue: [bug] rename aarch64 to arm64 in appimage and rpm bundles
Labels: type: bug,status: needs triage

### Describe the bug

https://github.com/RoseBlume/Rosary/actions/runs/9455440968/job/26045241137
![Screenshot from 2024-06-10 18-16-58](https://github.com/tauri-apps/tauri/assets/92864596/4f65d8f8-815a-433d-a530-1453beb0862d)
When running tauri-action with a arm64 selfhosted runner the rpm bundle is not uploaded to the release.

### Reproduction

_No response_

### Expected behavior

The RPM should upload to the release automatically

### Full `tauri info` output

```text
[✔] Environment
    - OS: Debian 12 X64
    ✔ webkit2gtk-4.1: 2.44.2
    ✔ rsvg2: 2.54.7
    ✔ rustc: 1.81.0-nightly (a70b2ae57 2024-06-09)
    ✔ cargo: 1.81.0-nightly (b1feb75d0 2024-06-07)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: nightly-aarch64-unknown-linux-gnu (default)
    - node: 20.14.0
    - yarn: 1.22.22
    - npm: 10.7.0

[-] Packages
    - tauri [RUST]: 2.0.0-beta.22
    - tauri-build [RUST]: 2.0.0-beta.17
    - wry [RUST]: 0.40.1
    - tao [RUST]: 0.28.0
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-beta.20

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: SolidJS
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: Debugger UX should show stack for current thread instead of a treeview with all threads
Labels: feature-request,debug

Originally by @davidfowl
-------------------------------

Debugging any ASP.NET Core application using devkit (I turned off just my code as well), I see something like this:

<img width="1157" alt="image" src="https://github.com/dotnet/vscode-csharp/assets/95136/4c49cea0-20ab-4ce5-ae57-a5a0a9281feb">

Can we make it show the thread we're stepping show up there and not all threads? I don't know if that means have a thread switcher UX or another "multiple threads with stacks UX". 

-----------------------------------------

The feature here is for VS Code to provide a way to not show all threads and their CallStacks, just a single CallStack of the current thread and something to toggle between threads. 

Related: https://github.com/dotnet/vscode-csharp/issues/7216
Repository: next.js
Issue: npm run dev never finish to compile
Labels: create-next-app,bug,Script (next/script)

### Link to the code that reproduces this issue

https://github.com/vercel/next-learn/tree/main/basics/learn-starter

### To Reproduce

This is happening everywhere on my computer, doesn't matter if it's an old or new project.
I just create a new folder, run:
```
npx create-next-app@latest
npm run dev
```
it will show:
```
dev
> next dev

  ▲ Next.js 14.2.3
  - Local:        http://localhost:3000

 ✓ Starting...
 ✓ Ready in 3.5s
```
And that's all, never move forward to the Compiling process
[Link with a video](https://www.loom.com/share/7d0646ab472e4dedb80d53e8bcc3bfd0)

### Current vs. Expected behavior

it should compile the site and leave it ready to run on localhost:3000

### Provide environment information

```bash
MAC Os Sonoma 14.5
Apple M2
npm 10.7.0
nvm 0.39.7
```


### Which area(s) are affected? (Select all that apply)

create-next-app, Developer Experience, Script (next/script)

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

This morning i uninstalled JAVA, and then reinstalled the latest version. That's all I can tell
Repository: godot
Issue: Having zero in any component of Transform3D's scale causes error spam and a cascade of other editor bugs
Labels: bug,topic:editor,needs testing,topic:3d

### Tested versions

Reproducible in 4.3.beta1

### System information

Godot v4.3.beta1 - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 31.0.15.5212) - Intel(R) Core(TM) i7-10700F CPU @ 2.90GHz (16 Threads)

### Issue description

Having zero in _any_ component of a `Node3D`'s scale causes the following error to be spammed continuously:
```core/math/basis.cpp:47 - Condition "det == 0" is true.```

Any following attempts to interact with the node with the transform gizmo will fail, and will also reset the scale to `(0, 0, 0)`.

This should not happen, because having a zero scale is a perfectly legitimate case.

### Steps to reproduce

- Make any `Node3D` in a scene.
- Set any component of its scale to be 0.
- Observe the ensuing error spam.
- Now try to move, rotate, or scale it with the transform gizmo.
- Observe that the entire scale gets set to `(0, 0, 0)`.

### Minimal reproduction project (MRP)

N/A
Repository: pytorch
Issue: Conformal Prediction framework to enhance reliability in risk sensitive industrial applications
Labels: triaged,needs research

### 🚀 The feature, motivation and pitch

I propose the addition of a conformal prediction framework to the PyTorch library. This framework would include the implementation of split conformal prediction and full conformal prediction methods, utility functions for computing p-values and prediction sets, and comprehensive examples and tutorials for integrating conformal prediction with existing PyTorch models.

**Motivation**
Conformal prediction provides a method for creating reliable predictive models by quantifying uncertainty. This is particularly important in high-stakes applications where the cost of incorrect predictions can be significant. My motivation for this proposal stems from working on projects involving:

1. Automated Driving
Schubert, Richard, et al. "Conformal Prediction of Motion Control Performance for an Automated Vehicle in Presence of Actuator Degradations and Failures." arXiv preprint arXiv:2404.16500 (2024).

2. Medical Image Classification
Lu, Charles, et al. "Fair conformal predictors for applications in medical imaging." Proceedings of the AAAI Conference on Artificial Intelligence. Vol. 36. No. 11. 2022.

3. Hardware Security
Vishwakarma, Rahul, and Amin Rezaei. "Risk-Aware and Explainable Framework for Ensuring Guaranteed Coverage in Evolving Hardware Trojan Detection." 2023 IEEE/ACM International Conference on Computer Aided Design (ICCAD). IEEE, 2023.

**Conformal Prediction in Industry**
Amazon, Nvidia, Apple, Dell Technologies (to name a few)

**Pitch**
Incorporating a conformal prediction framework into PyTorch will provide the community with essential tools to develop more reliable and trustworthy models. This is especially critical in fields where prediction certainty is crucial, such as autonomous driving and medical diagnostics.

### Alternatives

A recent paper has PyTorch implementation of CP: https://arxiv.org/abs/2402.12683
https://github.com/ml-stat-Sustech/TorchCP

scikit-learn has already implemented CP in their scikit-learn compatible projects library: https://github.com/scikit-learn-contrib/MAPIE

### Additional context

References: 

https://en.wikipedia.org/wiki/Conformal_prediction
https://www.amazon.com/Algorithmic-Learning-Random-World-Vladimir/dp/3031066480
https://www.amazon.com/Conformal-Prediction-Introduction-Foundations-Learning/dp/1638281580
https://www.amazon.com/Practical-Guide-Applied-Conformal-Prediction/dp/1805122762
https://www.amazon.com/Conformal-Prediction-Rahul-Deo-Vishwakarma/dp/B0CY43HQRX
Repository: godot
Issue: Property Editor/Expand All keyboard shortcut doesn't work anymore
Labels: discussion,topic:editor,needs testing,topic:input

### Tested versions

- Reproducible in 4.2.1 and 4.2.2
- Cannot be reproduced in 3.5.3

### System information

Windows 10

### Issue description

If you set the keyboard shortcut in Editor Settings > Shortcuts > Property Editor > Expand All, then try to use that keyboard shortcut, it does not expand all of the property dropdowns for a given node.

If you instead click on a node, go over to the Property Editor, and click the Tool option in the top right, then Expand All, it works. So the Action called Expand All is functional - it's just that the keyboard shortcut doesn't get through.

I've tried with multiple keyboard shortcuts and I've set the same shortcuts for other actions and had them trigger without any issue. It appears (from my user-based testing) to be specific to this Expand All shortcut.

I also tried clearing my old app data/editor settings for godot and re-trying but to no avail.

### Steps to reproduce

- Open a project in 4.2.2 / 4.2.1
- Click on Editor > Editor Settings > Shortcuts and search for the word 'expand'
- Set a shortcut for the Expand All command under Property Editor
![image](https://github.com/godotengine/godot/assets/100398434/39f33a48-a968-4036-be86-91526fe60f94)

- Close out of the settings and select a node
- Hit the shortcut and notice that the node properties on the right do not expand
- To confirm that expansion works, click on the screwdriver/spanner icon in the top-right of the Property Editor and hit Expand All
- Note that it works - and note that it shows that your shortcut is set as well (despite it not working)
![image](https://github.com/godotengine/godot/assets/100398434/65c26ca7-4da8-4e68-a4d2-d88f0fab2d8a)



### Minimal reproduction project (MRP)

N/A