sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: Strip artifact shown on the top of video with some non NVidia GPUs
Labels: bug,optimization,category: videoio

### System Information

OpenCV version: 4.6.0
Operating System / Platform: Windows 10 64-bit Enterprise
Compiler & compiler version: MSVC++ 2019, Version 16.11.11

### Detailed description

Hello,

I’m using VideoCapture to hw decode video frames using FFMPEG as backend. Everything works fine with NVidia’s GPUs, but an horizontal strip artifact has been shown on the top of the captured frames on some computers with Intel HD Graphics and AMD Radeon GPUs. The following image shows the issue:

![image](https://user-images.githubusercontent.com/118846850/203395274-b8cedbb1-dc86-4eaa-b8eb-bb5dab360af3.png)


### Steps to reproduce

The following simple code is enough to reproduce it:

```
VideoCapture vCapture = VideoCapture("video.mp4", VideoCaptureAPIs::CAP_FFMPEG, { VideoCaptureProperties::CAP_PROP_HW_ACCELERATION, VideoAccelerationType::VIDEO_ACCELERATION_D3D11 });
Mat frameTemp;
vCapture >> frameTemp;
imwrite("frame.bmp", frameTemp);
```

Some relevant notes:

- I got the issue on Intel HD Graphics 2000, HD Graphics 3000, HD Graphics 4000, HD Graphics 4600 and AMD Radeon RX 550.

- It seems to only happen with videos with resolution of 1920 x 1080. Here is one I’ve been using to test that: [Video.mp4](https://drive.google.com/file/d/1u2iJSfH4TnIJ7yNY5XtVAwOhIVfVdAnP/view?usp=sharing)

- It doesn’t happen if I use CAP_MSMF. But I would like to keep using FFMPEG as backend because it has been proved much more efficient to perform seeking than MSMF (by setting CAP_PROP_POS_FRAMES or CAP_PROP_POS_MSEC flags).

Sorry for my poor English and thanks for your time.

### 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
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: create-react-app
Issue: 5.0.1 has security vulnerability in (webpack) loader-utils library
Labels: needs triage,issue: bug report

### Describe the bug

Getting below vulnerability issue for **loader-utils**:

**Prototype pollution vulnerability in function parseQuery in parseQuery.js in webpack loader-utils 2.0.0 via the name variable in parseQuery.js**

For reference:
https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2022-37601

@svgr/webpack v5.5.0 needs to be upgraded to latest. Its being used there as dependency. I see in v.6.1.0 they have removed that lib dependency. Also other libraries within CRA using loader-utils 2.0.0 needs to be updated to latest.
Repository: go
Issue: x/sync/semaphore: document ordering of Weighted.Acquire
Labels: Performance,Documentation,NeedsInvestigation

I was debugging a sluggish system and the problem came down to the ordering of how `Acquire` was satisfied.

The current behavior of `Weighted.Acquire` is that it serves acquisitions in order. This is a reasonable behavior, but it should be documented as it is significant performance implications. In particular, this behavior leads to head-of-line blocking where a large acquisition will prevent smaller acquisitions from making progress. The alternate behavior to satisfy any possible acquisition out-of-order, but that would lead to live-lock situations where a continuous stream of small acquisitions prevent a large acquisition from ever making progress.

My solution ended up splitting the semaphore into two parts:
* a semaphore for small requests
* a semaphore for large requests.

However, it was not obvious to me that I should do this since I had originally assumed that the semaphore allowed for out-of-order acquisitions.
Repository: flutter
Issue: Avoid relying on unevaluated constants (dart defines) in the web engine
Labels: engine,platform-web,c: proposal,P2,team-web,triaged-web

We are in the middle of switching over to using pre-built platform dill files when invoking dart2js, see https://github.com/flutter/flutter/issues/99161. However, it appears that dart2js does not support unevaluated constants in the platform dill file. This means that the value of any dart defines that we use in the engine must be decided at the time that we build the platform kernels.

Here is my suggested plan of action on how to achieve this:

1) For the dart defines that decide which renderer we use, we will build separate sets of platform dills for each renderer variation and consume the corresponding dill during the app compilation process. We are already producing the renderer-specific files from the engine, and there are some tentative changes to adopt those new platform dills when invoking dart2js: https://github.com/flutter/flutter/pull/115502

2) All other dart defines that we use should be specifiable via the `FlutterConfiguration` object. Most of them already are, but there are a few that aren't, and we should convert those to have a corresponding flag in the `FlutterConfiguration` object.

3) In order to continue supporting use-cases where these are specified via dart defines, modify the [dart wrapper](https://github.com/flutter/flutter/blob/2bd3e0d914854aa8c12e933f25c5fd8532ae5571/packages/flutter_tools/lib/src/build_system/targets/web.dart#L135-L163) that the flutter tool creates for the application to take the dart defines and pass them in via the dart configuration. Since the dart wrapper is compiled as part of the application compile process (and not part of the platform dill build) it will respect the dart defines that are passed in.

4) After this has changed, we can remove the code that reads the other dart defines in the engine and rely entirely on the flutter configuration for this.
Repository: storybook
Issue: [Bug]: Finding the Docs for configuring DocsPage is challenging
Labels: bug,needs triage

### Describe the bug

Hey friends —

I am having trouble finding more information on the `DocsPage` feature included in Storybook and exactly how to implement it and get any text to show up in the Docs tab within a particular story. 

As a member of a small engineering team, we don't have a lot of time to document components, so any work in Storybook is an act of love. It also means that there is not a lot of time to dig up how to configure something, or write up issues in GitHub repo — but here we are.

## Steps to get here

1. Google always points me to the Docs Addon page (blog post?), with the super tiny "click here" link at the bottom https://storybook.js.org/docs/react/writing-docs/introduction
2. The Docs Addon page has a list of jumplinks in it that do not work. https://storybook.js.org/addons/@storybook/addon-docs#docspage
3. In the DocsPage section, one of the two links point to the exact page you're on. The other returns a 404. https://storybook.js.org/addons/@storybook/addon-docs#docspage
4. I end up scanning the page for anything I can use and then click on the **Migration guide** which is the only place that mentions how to configure Docs, but I am unclear if that is outdated information (:eyes: _looks at what version we are on..._)
5. I need to abandon this quest for now, maybe next time...

## Questions I am left with
- I swear that I keep reading that DocsPage included with Storybook,... So why do I need to install a package?
- Am I looking at outdated docs?
- It looks like I can do this without having to use MDX or markdown docs? Or maybe that how the text appears in the Docs section?

### To Reproduce

_No response_

### System

_No response_

### Additional context

To be clear, I am trying to add in some text about the component like in this image. This looks great, and would be super useful for our team. 
![image](https://user-images.githubusercontent.com/395641/203417749-54813636-e048-4345-be94-7199b1308ed1.png)
Repository: vscode
Issue: Problem with indentation.
Labels: info-needed

Type: <b>Bug</b>

I have added some code to a working python script and now it gives me an error.
"IndentationError: unindent does not match any outer indentation level"
It appears to me that all the indentation is correct.
I have even "Formatted" the section of code and the entire script.
Same error message.
![Screenshot (26)](https://user-images.githubusercontent.com/38507506/203420001-ce4e91bc-c338-4aa0-b7d3-efb4b3e110f6.png)
![Screenshot (27)](https://user-images.githubusercontent.com/38507506/203420648-bfa38524-4ad3-4fd8-a93f-e868da7f2d9f.png)


VS Code version: Code 1.73.1 (6261075646f055b99068d3688932416f2346dd3b, 2022-11-09T04:27:29.066Z)
OS version: Windows_NT x64 10.0.22000
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|11th Gen Intel(R) Core(TM) i5-1155G7 @ 2.50GHz (8 x 2496)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|11.68GB (4.05GB free)|
|Process Argv|--crash-reporter-id 9e7ef500-cd2d-47fb-ba8a-f15515fd5782|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (17)</summary>

Extension|Author (truncated)|Version
---|---|---
php-intellisense|fel|2.3.14
sky-csv|Han|0.0.5
vscode-phpfmt|kok|1.0.31
vscode-docker|ms-|1.22.2
data-workspace-vscode|ms-|0.3.0
mssql|ms-|1.16.0
isort|ms-|2022.8.0
python|ms-|2022.18.2
vscode-pylance|ms-|2022.11.30
jupyter|ms-|2022.9.1303220346
jupyter-keymap|ms-|1.0.0
jupyter-renderers|ms-|1.0.12
vscode-jupyter-cell-tags|ms-|0.1.6
vscode-jupyter-slideshow|ms-|0.1.5
azure-account|ms-|0.11.2
powershell|ms-|2022.11.0
team|ms-|1.161.1


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012:30540252
azure-dev_surveyone:30548225
pyindex848cf:30577861
nodejswelcome1cf:30587006
282f8724:30602487
gswce1:30612156
3d0df643:30613357
dbltrim-noruby:30604474
89544117:30613380

```

</details>

<!-- generated by issue reporter -->
Repository: godot
Issue: GLES3: In web exports, enabling subsurface scattering causes other meshes and surfaces to render as black
Labels: bug,platform:web,topic:rendering

### Godot version

3.5.1.stable

### System information

Ubuntu 22.04.1, Mesa v22.2.0, Intel XE Integrated Graphics, GLES3, Chrome 107.0.5304.110

### Issue description

When running a project in the browser, enabling subsurface scattering on a material causes all other materials in the scene to render as black. The same scene performs as expected when running on other platforms. This happens both for separate meshes with different materials, and for meshes with multiple surfaces with different materials. All other meshes/surfaces without the material with subsurface scattering render as solid black.

Web:
![Screenshot from 2022-11-22 13-55-29](https://user-images.githubusercontent.com/3664988/203429430-7bcb3202-e134-4074-90f2-bf5b1a515a9f.png)

Linux native:
![Screenshot from 2022-11-22 13-55-54](https://user-images.githubusercontent.com/3664988/203429489-26b7674c-4bcf-4980-9d28-374ff31930c6.png)

The developer console shows several errors:

`[.WebGL-0x59804360e00] GL_INVALID_OPERATION: It is undefined behaviour to have a used but unbound uniform buffer.`

`[.WebGL-0x59804360e00] GL_INVALID_OPERATION: Active draw buffers with missing fragment shader outputs.`

`[.WebGL-0x59804360e00] GL_INVALID_OPERATION: Feedback loop formed between Framebuffer and active Texture.`

### Steps to reproduce

1. Create two mesh instances with a cube mesh, and a camera looking at them
2. Assign one of the meshes a spatial material with subsurface scatter enabled
3. Export to HTML and run in the browser
4. The other mesh without subsurface scattering will render as black

### Minimal reproduction project

[SubsurfWebRenderIssue.zip](https://github.com/godotengine/godot/files/10071381/SubsurfWebRenderIssue.zip)
Repository: flutter
Issue: Improve subsequent iOS build times by caching iOS build configurations and build settings, fingerprint Xcode project and related files
Labels: platform-ios,tool,a: first hour,P2,team-ios,triaged-ios

Cache discovered build configurations (for flavors), build settings, if you have a watch companion, architecture constraints of particular pods, etc by `Fingerprinter`ing all the files in `Runner.xcodeproj/` and storing them somewhere in `build/`.  This will improve `flutter build ios`/ `run` times.

Similar to how `pod install` is skipped:
https://github.com/flutter/flutter/blob/b9caef58e0803a13fd1758596cad73b4b7a466c4/packages/flutter_tools/lib/src/macos/cocoapod_utils.dart#L24-L26
Repository: vscode
Issue: Disabling Proxy support does not disable proxy agent redirection
Labels: bug,proxy

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- VS Code Version: Latest
- OS Version: Windows 11

Steps to Reproduce:

1. Set HTTP_PROXY env variable to garbage value.
2. Start VS Code and set "http.proxySupport": "off" in settings.json
3. Make an HTTP Request (in my case I tested authorization with azurecore provider (similar to microsoft authenticator provider) - from Azure Data Studio)
4. Notice HTTP request will fail.

Expected: Since http.proxysupport is OFF, authentication should not use proxy URL.

#### Explanation
VSCode should not send Proxy URL in request if proxy support is disabled. As there is no other way to override these settings and skip any injected HTTP_PROXY env variables if users don't want to use Proxy. The Proxy agent set in code despite this proxy support turned "off" causes authentication failures when proxy is not expected to play a role.

I have also tried to use startup params from here, but they don't work either: https://code.visualstudio.com/docs/setup/network#_proxy-server-support

#### Code Issue
I believe this code is responsible to set Proxy Agent:
https://github.com/microsoft/vscode/blob/3df5eeedfea64cef21627a4ff351db4c6e8fb559/src/vs/platform/request/node/requestService.ts#L83-L93

I think all these 3 settings (agent, strictSSL, proxy headers) should be set only when proxy support is enabled.
Repository: flutter
Issue: Add iOS device discovery mechanism using  `xcodebuild -showdestinations`
Labels: platform-ios,tool,a: first hour,P2,team-ios,triaged-ios

Add a iOS device discovery mechanism using  `xcodebuild -showdestinations`, which would run faster than `xcrun xcdevices` but requires a valid iOS Xcode project (so shouldn't replace current `xcrun devices` discovery).  It should save ~2s build time.
```
xcodebuild -workspace Runner.xcworkspace -scheme Runner -showdestinations
```

Note `-json` isn't usable, the command doesn't actually produce valid JSON.
Repository: PowerToys
Issue: Start apps in place on startup
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

When rebooting the OS, the apps or windows that where active on shutdown are started again and placed where they where on shutdown.

### Scenario when this would be used?

When I have to reboot my computer, I would like that the apps and windows already running be added to the Startup apps & that they are positionned where they where on shutdown.

### Supporting information

_No response_
Repository: godot
Issue: TextureProgress with AtlasTexture renders incorrectly
Labels: bug,topic:rendering,topic:gui,topic:2d

### Godot version

v3.6.beta.custom_build [0803b4168]

### System information

PopOS 22.04, GTX1060

### Issue description

Noticed visual artifacts while using `AtlasTexture` on `TextureProgress` with NinePatchStretch enabled.

using individual textures:
![Screenshot from 2022-11-23 10-25-46](https://user-images.githubusercontent.com/36783322/203453336-0ddadd33-9b29-42b9-ba54-55e8f482269b.png)

using atlas texture:
![Screenshot from 2022-11-23 10-25-58](https://user-images.githubusercontent.com/36783322/203453339-5fc2468d-dd20-4291-a92f-d3a1598a4a92.png)


### Steps to reproduce

1. open attached project
2. change `TextureProgress` rect_size
3. reimport sprites as texture
4. change `TextureProgress` rect_size

### Minimal reproduction project

[New Game Project.zip](https://github.com/godotengine/godot/files/10072264/New.Game.Project.zip)
Repository: next.js
Issue: After build in project with-electron-typescript-app ,the page where getStaticPaths is declared does not load normally.
Labels: examples

### Verify canary release

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

### Provide environment information

✗ npx --no-install next info
    Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 20.5.0: Sat May  8 05:10:31 PDT 2021; root:xnu-7195.121.3~9/RELEASE_ARM64_T8101
    Binaries:
      Node: 16.15.0
      npm: 8.5.5
      Yarn: 3.3.0
      pnpm: N/A
    Relevant packages:
      next: 13.0.4
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which example does this report relate to?

with-electron-typescript-app

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

_No response_

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

electron-builder --dir

### Describe the Bug


<img width="951" alt="image" src="https://user-images.githubusercontent.com/89498021/203455567-af460303-b8b0-4cf9-985a-7a2f8b503298.png">


<img width="932" alt="image" src="https://user-images.githubusercontent.com/89498021/203455429-bf183697-cd6a-4197-9296-9b9b4ffe4f46.png">




### Expected Behavior

The page where getStaticPath is declared should load normally.

### To Reproduce

1.  $ yarn create next-app --example with-electron-typescript with-electron-typescript-app
2. $ yarn install
3. $ yarn pack-app
4. move dist folder app
5. run ElectronTypescriptNext app
6. With Initial Props Link Click
Repository: deno
Issue: `HttpCon.prototype.close()` doesn't flush body before closing on macOS
Labels: needs investigation

Hey 🙋🏻‍♀️ I'm new to the low-level `http` API in Deno (as opposed to the http module from the standard library) and noticed something odd about `HttpCon.prototype.close()`

The following code produces different results on Debian (first) and Windows (second) vs. macOS (third).
```ts
async function main() {
        const conn = Deno.listen({port: 8080});
        const httpConn = Deno.serveHttp(await conn.accept());
        conn.close();
        const e = await httpConn.nextRequest();
        await e?.respondWith(new Response("Hello World\n"));
        httpConn.close();
}
main();
let res = await fetch("http://localhost:8080");
console.log(await res.text())
```


My question: Is this a bug in Deno, or is my code unsafe and relying on a platform-specific race condition?

![Debian](https://user-images.githubusercontent.com/5297725/203457811-3f8c760f-9def-47e5-83f0-22f98d518548.png)
![Windows](https://user-images.githubusercontent.com/5297725/203457826-be11c1f0-ec1e-4a75-a5ad-37087a08fa74.png)
![macOS](https://user-images.githubusercontent.com/5297725/203457844-e09343bc-7fc9-4cd2-9425-8e9578a1d975.png)


Debian (works)
```sh
deno --version
deno 1.15.3 (release, x86_64-unknown-linux-gnu)
v8 9.5.172.19
typescript 4.4.2
```

Windows (works)
```sh
deno --version
deno 1.19.0 (release, x86_64-pc-windows-msvc)
v8 9.9.115.7
typescript 4.5.2
```

macOS (💥)
```sh
deno --version
deno 1.28.1 (release, x86_64-apple-darwin)
v8 10.9.194.1
typescript 4.8.3
```
Repository: flutter
Issue: Need to know hitTest information from GestureBinding
Labels: framework,f: gestures,c: proposal,P3,team-framework,triaged-framework

Related: https://github.com/flutter/flutter/pull/113831 - This PR is closed and is requested to submit an issue here.

I will submit PRs once there is an approach that is allowed :)

## Use case

The https://github.com/fzyzcjy/flutter_smooth is a package that "achieve ~60 FPS, no matter how heavy the tree is to build/layout". In order to implement it, this change seems to be needed.

In order to implement flutter_smooth, my original change to Flutter framework can be seen in https://github.com/fzyzcjy/flutter/blob/17e38b91d20317a6a56c042b9849dd466c9e5fac/packages/flutter/lib/src/gestures/binding.dart#L449. More specifically, I modify `dispatchEvent` to let it accept one extra argument, the `filter`, such that the caller can selectively dispatch an event to *some* of the listeners. This modification is done, because I need to implement the gesture system (https://cjycode.com/flutter_smooth/design/infra/gesture/). In order to dispatch gestures such as pointer move events during a long janky frame, I need to call dispatchEvent directly with the peeked events. However, the event should not be dispatched to *all* listeners, because the listeners in the main tree are probably dirty (e.g. during a layout), and instead should only dispatch to listeners *inside* the auxiliary trees.

## Proposal

As can be seen in the attached PR, I tried to expose the hitTest information, such that I can write down some code mimicking dispatchEvents but only send to listeners in auxiliary tree. However, other approaches are also totally acceptable as long as it satisfies the goal.
Repository: flutter
Issue: Expose `Ticker.startTime` so users know the start time and the absolute time
Labels: framework,c: proposal,P3,team-framework,triaged-framework

Related: https://github.com/flutter/flutter/pull/113828 - This PR is closed and is requested to submit an issue here.

I will submit PRs once there is an approach that is allowed :)

## Use case

The https://github.com/fzyzcjy/flutter_smooth is a package that "achieve ~60 FPS, no matter how heavy the tree is to build/layout". In order to implement it, this change seems to be needed.

More specifically, when implementing the ballistic shifting animation of (Smooth)ListView, I need to synchronize the clock of real ListView and the SmoothShift. If it is not synchronized, for example, ListView may think it should shift 50px by ballistic animation at frame 10, while SmoothShift wrongly thinks it is 60px, thus causing weird jump feeling when users look at it.

Related code is around https://github.com/fzyzcjy/flutter_smooth/blob/f8bc23932c9cd75e787e17029b249c48bfdee044/packages/smooth/lib/src/drop_in/list_view/shift.dart#L352.

## Proposal

As is shown in the PR, I originally proposed to allow users to know the (absolute) start time.