sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: FancyZones cross-zone snapping does not work properly with different size monitors
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.68.1

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

FancyZones

### Steps to reproduce

FancyZones does not work well with multiple monitors when they are different dimensions.

### Layout
Specifically, I have two 4k monitors and one 2k monitor, from left to right: 4k portrait (150% scaling), 4k portrait (150% scaling), 2k landscape (100% scaling).

### Desired Result
I basically want to have a top/bottom zone on both the 4k monitors and then be able to snap an application to overlay all 4 of these zones.

### Problem description
If I try to make one combined zone layout, the zones don't end up where I placed them after I close the editor.  Probably a problem with FancyZones not knowing how to deal with different display scalings.  But if this worked, then I could accomplish the desired result.  Without my 2k monitor, I can accomplish this (but I want to use my 2k monitor :)

If I create one zone layout per monitor, that works better, but then multi-zone snapping doesn't work across monitors.  If you added this ability, then I could accomplish the desired result.

### ✔️ Expected Behavior

- multi-zone snapping to work across monitors (when there is a separate layout per monitor)
- OR layout editor supporting different display scalings
- OR layout editor for a subset of monitors (like one layout for the 2k and one layout for the two 4k's)

### ❌ Actual Behavior

I either have to resize things manually or delete my 2k monitor.

### Other Software

_No response_
Repository: godot
Issue: Godot 4.0.1 stable - GDScript autocomplete for parent classes' properties and methods not working
Labels: bug,topic:gdscript,topic:editor

### Godot version

4.0.1 stable (cacf49999)

### System information

Windows 10 x64 22H2

### Issue description

GDscript autocomplete for parent classes' inherited properties does not work. Not sure if it's a global problem, or just specific to the one I've found (completely new to Godot, actually was just following through the 2D tutorial).

### Steps to reproduce

1. Create a `Path2D` (named MobPath) and then a `PathFollow2D` as a child (named MobSpawnLocation)
2. Refer to it in code either via `$MobPath/MobSpawnLocation` or `get_node("MobPath/MobSpawnLocation")` (doesn't matter)
3. Try to find the `position` or `rotation` properties of this object - autocomplete does not offer it up.

Both of these properties are inherited from the `Node2D` parent class.

Tried finding any other inherited property or class coming from `Node2D`, not working.
Tried finding any other inherited property or class coming from other parent classes, not working either.

Example: part of the script from the tutorial

```gdscript
func _on_mob_timer_timeout():
	var mob = mob_scene.instantiate()
	var mob_spawn_location = $MobPath/MobSpawnLocation
	mob_spawn_location.progress_ratio = randf()
	
	var direction = mob_spawn_location.rotation + PI/2    # .rotation is not found via autocomplete
	mob.position = mob_spawn_location.position            # .position is not found at all via autocomplete
	
	direction += randf_range(-PI / 4, PI / 4)
	mob.rotation = direction
	
	var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
	mob.linear_velocity = velocity.rotated(direction)
	
	add_child(mob)
```

### Minimal reproduction project

N/A
Repository: rust
Issue: Compilation stop when referring to GAT of Self in where clause of trait implementation
Labels: T-compiler,C-bug,I-hang,fixed-by-next-solver,A-GATs

I tried this code:

```rust
trait LendingIterator {
    type Item<'me>
    where
        Self: 'me;
    fn next(&mut self) -> Option<Self::Item<'_>>;
    
    fn find<P>(&mut self, mut predicate: P) -> Option<Self::Item<'_>>
    where
        Self: Sized,
        P: FnMut(&Self::Item<'_>) -> bool,
    {
        todo!()
    }
}

struct Filter<I, P> {
    iter: I,
    predicate: P,
}

impl<I: LendingIterator, P> LendingIterator for Filter<I, P>
where
    P: FnMut(&Self::Item<'_>) -> bool,
{
    type Item<'me> = I::Item<'me>
    where
        Self: 'me;

    fn next(&mut self) -> Option<Self::Item<'_>> {
        self.iter.find(&mut self.predicate)
    }
}


```

I expect the code to compile or give, but instead the compilation comes to a halt (or gets stuck in an infinite loop) without any errors. This seems to occur in the current stable, beta, and nightly versions of the compiler. 

If the `P: FnMut(&Self::Item<'_>) -> bool,` in the `where` clause is swapped with `P: FnMut(&I::Item<'_>) -> bool,` it compiles without any errors.
Repository: godot
Issue: Buffered audio frames in an `AudioEffectRecordInstance` are lost upon calling `AudioServer::_update_bus_effects`
Labels: bug,confirmed,topic:audio

### Godot version

3.x branch at commit 16df3416fad96ab496614a3d88be4bd951eee6c0

### System information

Arch Linux

### Issue description

Buffered audio frames through an `AudioEffectRecordInstance` are lost upon calling `AudioServer::_update_bus_effects`, which is called when a new audio effect gets added.

This happens because `AudioEffectRecordInstance::instance()` creates a brand new instance instead of using the currently available one.

https://github.com/godotengine/godot/blob/26a584179c108f8d550f18126200bf0c81f7d673/servers/audio/effects/audio_effect_record.cpp#L167

https://github.com/godotengine/godot/blob/26a584179c108f8d550f18126200bf0c81f7d673/servers/audio_server.cpp#L807

### Steps to reproduce

Run the MRP attached below. See the gdscript file within the project for more details.

### Minimal reproduction project

[audio_record_reset_bug.zip](https://github.com/godotengine/godot/files/11005992/audio_record_reset_bug.zip)
Repository: pytorch
Issue: Optimize for mobile produces incorrect result with INSERT_FOLD_PREPACK_OPS optimization
Labels: oncall: jit,oncall: mobile,actionable

### 🐛 Describe the bug

When my model is saved with default parameters for `optimize_for_mobile` it yields incorrect output.
If I add `INSERT_FOLD_PREPACK_OPS` to the blocklist, the result is correct.

```python
torchscript_model = torch.jit.script(model)
torchscript_model_optimized = optimize_for_mobile(torchscript_model, optimization_blocklist={MobileOptimizerType.INSERT_FOLD_PREPACK_OPS})
torchscript_model_optimized._save_for_lite_interpreter("model.ptl")
```

I'm happy to provide any additional info, including my source code and model weights. However, it's proprietary, so I won't post them to the public.

### Versions

PyTorch version: 1.14.0.dev20221110
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.1 (arm64)
GCC version: Could not collect
Clang version: 14.0.0 (clang-1400.0.29.202)
CMake version: version 3.25.0
Libc version: N/A

Python version: 3.9.12 (main, Jun  1 2022, 06:34:44)  [Clang 12.0.0 ] (64-bit runtime)
Python platform: macOS-13.1-arm64-arm-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Apple M1 Pro

Versions of relevant libraries:
[pip3] numpy==1.23.4
[pip3] numpydoc==1.2
[pip3] torch==1.14.0.dev20221110
[pip3] torchaudio==0.14.0.dev20221110
[pip3] torchfile==0.1.0
[pip3] torchsummary==1.5.1
[pip3] torchvision==0.15.0.dev20221110
[conda] nomkl                     3.0                           0
[conda] numpy                     1.23.4                   pypi_0    pypi
[conda] numpydoc                  1.2                pyhd3eb1b0_0
[conda] torch                     1.14.0.dev20221110          pypi_0    pypi
[conda] torchaudio                0.14.0.dev20221110          pypi_0    pypi
[conda] torchfile                 0.1.0                    pypi_0    pypi
[conda] torchsummary              1.5.1                    pypi_0    pypi
[conda] torchvision               0.15.0.dev20221110          pypi_0    pypi

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: PowerToys
Issue: FancyZones - Layout change when focusing the application
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

FancyZone is a really powerful feature that compensates for the dual screen when properly configured.
However, the shortcuts are not very accessible, and I would appreciate it if it could be used in a more intuitive way.

The objective is to optimize / change the size of a window when the focus is on it.
In FancyZone, windows are associated to zones, the idea would be to change the layout when an application associated to a zone is focused.

### Scenario when this would be used?

Many use cases reflect the simultaneous use of two or more applications at the same time. The dual screen is an excellent means of productivity that is however not always available.



### Supporting information

![image](https://user-images.githubusercontent.com/53647925/226028073-51e407a0-6b11-43f9-bc0e-48fcc026c45e.png)
![image](https://user-images.githubusercontent.com/53647925/226028215-3d1485d7-5bdd-4e91-b915-1b8d47b7a259.png)
![image](https://user-images.githubusercontent.com/53647925/226028959-80a45a53-d35b-4d76-8eba-edde569108d8.png)
Repository: vscode
Issue: Poor display/interaction performance on 4k linux
Labels: bug,upstream,linux,gpu,upstream-issue-linked,chromium

Type: <b>Bug</b>

Run VScode on linux through VNC server on a large (4k) monitor and make the VScode window large (or full-screen).

VS Code version: Code 1.76.2 (ee2b180d582a7f601fa6ecfdad8d9fd269ab1884, 2023-03-14T17:57:21.103Z)
OS version: Linux x64 4.12.14-122.136-default
Modes:
Sandboxed: Yes

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Xeon(R) W-3245 CPU @ 3.20GHz (16 x 3200)|
|GPU Status|2d_canvas: unavailable_software<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>opengl: disabled_off<br>rasterization: disabled_software<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: unavailable_software<br>webgl2: unavailable_software<br>webgpu: disabled_off|
|Load (avg)|0, 0, 0|
|Memory (System)|754.27GB (727.33GB free)|
|Process Argv|--crash-reporter-id 95dd5f91-34fa-4080-af84-d533df9dd511|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|undefined|
|XDG_CURRENT_DESKTOP|undefined|
|XDG_SESSION_DESKTOP|undefined|
|XDG_SESSION_TYPE|undefined|
</details><details><summary>Extensions (17)</summary>

Extension|Author (truncated)|Version
---|---|---
gitlens|eam|13.4.0
intellij-idea-keybindings|k--|1.5.7
vsc-python-indent|Kev|1.18.0
isort|ms-|2022.8.0
python|ms-|2023.4.1
vscode-pylance|ms-|2023.3.20
jupyter|ms-|2023.2.1200692131
vscode-jupyter-cell-tags|ms-|0.1.8
vscode-jupyter-slideshow|ms-|0.1.5
cmake-tools|ms-|1.13.45
cpptools|ms-|1.14.4
cpptools-extension-pack|ms-|1.3.0
code-spell-checker|str|2.20.1
cmake|twx|0.0.17
intellicode-api-usage-examples|Vis|0.2.7
vscodeintellicode|Vis|1.2.30
vim|vsc|1.25.2

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscorecescf:30445987
pythondataviewer:30285071
vscod805:30301674
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593cf:30376535
pythonvs932:30410667
cppdebug:30492333
vsclangdc:30486549
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30681850
azure-dev_surveyone:30548225
pyindex848:30662994
nodejswelcome1cf:30587006
2e4cg342:30602488
pyind779:30671433
89544117:30613380
pythonsymbol12:30671437
vsctsb:30677850
pythonb192cf:30669361
functionswalk:30687959
pythonms35cf:30686773

```

</details>

<!-- generated by issue reporter -->
Repository: neovim
Issue: minimal global statusline in 'ruler' / 'showcmd' area
Labels: enhancement,statusline

### Problem

I would like to have a very minimal and consistent workflow in terms of UI elements shown on screen. I don't want a statusbar (`laststatus=0`), nor a winbar(it takes extra lines like a statusbar), but at the same time at least the filename, the modified status and position in the file should be visible. So the only option is to set it in the ruler.

Problem is when you have splits open, the ones that are not at the very bottom receive a statusbar. I fill that with dashes "-" to look like a vertical split or like `laststatus=3` looks - consistent. However that by design disables updates of the ruler. So I am left with no way to see info, besides things like `<c-g>` which is an unnecessary extra action.
Also when `rulerformat` is set, it duplicates at each split location, producing clutter.

### Expected behavior

There should be and option for the ruler to show/update info for each focused split, not just the ones without a statusbar, and it should be shown in only one place.
OR
There should be `laststatus=4`, like 3 but without the statusbar and thus with a singular unified ruler.
Repository: godot
Issue: Masks inside masks do not function properly.
Labels: discussion,topic:rendering,documentation,topic:2d

### Godot version

4.0.stable

### System information

Windows 10, NVIDIA GeForce GTX 1650 SUPER, Vulkan

### Issue description

![image](https://user-images.githubusercontent.com/88409694/226057963-6b98f1b0-9486-4598-b94c-69ef203b477f.png)

Masks inside masks do not function properly. The outer mask (mask1 here) works as intended, but an inner mask (mask2 here) culls anything inside it.

### Steps to reproduce

1. Add in 3 nodes inheriting from control, I recommend texture rects but color rects can achieve the same result.
2. Assign the nodes in a simple tree, with only one child each, like so: ![image](https://user-images.githubusercontent.com/88409694/226058443-fae26adf-bf11-4a02-9921-48593820e92c.png)
3. Set the first and second object to mask clip children, as clip-only.
4. Observe.

### Minimal reproduction project

The below zip contains a project with 4 nodes, a main node, two texture rects used as masks, and a single texture rect left as is.
[MasksInsideMasksProject.zip](https://github.com/godotengine/godot/files/11006621/MasksInsideMasksProject.zip)
Repository: kubernetes
Issue: APIServer Aggregator only uses Endpoints not EndpointSlices
Labels: sig/network,sig/api-machinery,kind/feature,help wanted,triage/accepted

### What happened?

When `enable-aggregator-routing` is set to true, the routing specifically requires `Endpoint` objects, not `EndpointSlice` objects.

This issue serves as a placeholder/anchor for discussion of whether that is desirable, or should be changed to add suport for EndpointSlices.  (Like other code paths were, when EndpointSlices were introduced).

I believe the relevant source file is https://github.com/kubernetes/kubernetes/blob/master/staging/src/k8s.io/apiserver/pkg/util/proxy/proxy.go , although others who know the code better than me may correct me on that.

Original discussion can be found here: https://kubernetes.slack.com/archives/C0EG7JC6T/p1679089288679109?thread_ts=1678999047.259999&cid=C0EG7JC6T 

### What did you expect to happen?

Can configure with EndpointSlices

### How can we reproduce it (as minimally and precisely as possible)?

Set `enable-aggregator-routing` to true.
Set up an `APIService` that uses a `Service` with no selector.  
If you create EndpointSlices they don't get used. But if you create Endpoints they do.

### Anything else we need to know?

_No response_

### Kubernetes version

observed in 1.23.  Believed to be present in later versions up to current version.

### Cloud provider

<details>
n/a
</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: godot
Issue: Escaped characters (like \n or \t) in PackedStringArray defined in the editor using the @export keyword are saved as \\n (or \\t) instead
Labels: topic:gdscript,documentation

### Godot version

4.0.1.rc1

### System information

Manjaro Linux (DE: Cinnamon v5.6.7) 64 bits

### Issue description

When I define an array of strings in a custom control using the `@export` keyword, if I want to add a new line in the string when entering it via the editor I use the simple `\n` character.

The problem is that Godot seems to save the datas adding an extra \ before the \n reference. So if after that I want to use the String in a RichTextLabel for example, instead of having 2 lines, it simply prints the literal \n in the string.

Solution is to use the `.replace("\\n", "\n")` from the string, which is not intuitive. Should not be that way, but the other way around, so if I want to print a literal \n in my string, I would define it with `\\n` in the string.

Not sure if I'm really clear there, but the provided project explains it.
![Capture d’écran du 2023-03-17 23-25-45](https://user-images.githubusercontent.com/102065761/226063555-d8b4c902-0ffa-45ff-8a2f-084450342891.png)

Oh, and as a bonus, there is another bug I found doing that test project: the @tool flag has to be provided or the inherited controls arrays are reset each time the script is modified and saved. See comments in the provided project.

### Steps to reproduce

1°) Create a custom control from an existing one and add a script to it
2°) In the custom control create an export of an empty PackedStringArray
3°) Create the main interface and add a script to it as well
4°) Instance a custom control created in 1°) as a child of the main interface
5°) In the editor properties, add a string in the exported PackedStringArray of the inherited custom control with a \n in the string
6°) Somewhere in the main interface script, try to print the custom control PackedStringArray[0] element

You should see that the string contains a literal \n instead of being split in 2 lines

### Minimal reproduction project

[Escaped_Character_Error.zip](https://github.com/godotengine/godot/files/11006764/Escaped_Character_Error.zip)
Repository: go
Issue: spec: "strictly comparable" and "type constraints".
Labels: Documentation,NeedsDecision


#1 According to the Language Specification:

    A type is strictly comparable if it is comparable and not an interface type nor composed of interface types. Specifically:

    Boolean, numeric, string, pointer, and channel types are strictly comparable.
    Struct types are strictly comparable if all their field types are strictly comparable.
    Array types are strictly comparable if their array element types are strictly comparable.
    Type parameters are strictly comparable if all types in their type set are strictly comparable."


Consider changing to: 

    A type is strictly comparable if it is comparable and not a basic interface type nor composed of 
    interface types. Specifically: 

    Boolean, numeric, string, pointer, and channel types are strictly comparable. 
    Struct types are strictly comparable if all their field types are strictly comparable. 
    Array types are strictly comparable if their array element types are strictly comparable. 
    
    Type constraints are strictly comparable if their elements are strictly comparable thus 
    Type parameters (not to be confused with Type arguments) are strictly comparable if all 
    types in their type set are strictly comparable. 

Rational: By definition “A type constraint is an interface” and the doc explicitly mentions: “strictly comparable type constraint” under "Satisfying a type constraint".

#2 Consider capitalizing each instance of the word "Comparable" where it references the property of comparability, as described in the "Comparison Operators" section. The term "comparable" appears in other contexts, such as "strictly comparable" and the _comparable_ Interface", so due to the repetition of the word, it can be difficult to follow.

#3 Addressing a related but distinct issue, under "General Interfaces" it is stated that: "The type set of a non-interface type term is the set consisting of just that type." 

The following example is provided:

```
// An interface representing only the type int 
type Foo interface { int }
```

By definition, this interface is a non-basic interface, which means it can only appear in type constraints. However, the rationale for an interface of this form is not immediately apparent. Please clarify in the spec the circumstances in which declaring an interface with a non-interface type term would be sensible.
Repository: opencv
Issue: VideoCapture: Python VideoCapture DShow read() returns true but all zero matrix for external camera 
Labels: bug,category: videoio,platform: win32

### System Information

OpenCV Python version: 4.7.0
Operating System: Windows10
Python Version: 3.8.16

### Detailed description

I have an external camera that works fine on the default camera app on Windows. I would like to use OpenCV to access it. I used the interactive ipython to debug:
```python
import cv2
vid = cv2.VideoCapture(1, cv2.CAP_DSHOW)
```
Then `vid.read()` will return True and a all-zero matrix every time without any warning/exception, while the frame should not be empty.

Any hint on why I cannot get the frame? Why is it that the read returns True but the frame is empty. The default Windows camera application can capture the image just fine. 

I've tried disabling the real-time protection in Windows defender but it still didn't work.

Thank you so much

### Steps to reproduce

```python
import cv2
import numpy as np
vid = cv2.VideoCapture(1, cv2.CAP_DSHOW)
ret, frame = vid.read()
```

`np.sum(frame)` will always return 0.

### 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: storybook
Issue: [Bug]: Bad error message when trying to use JSX in .js file
Labels: bug,help wanted,builder-vite

### Describe the bug

```
[storybook:inject-export-order-plugin] Parse error @:22:29
file: ........./src/stories/ApiDocumentation.stories.js
ERR! Error: Parse error @:22:29
ERR!     at parse ........./node_modules/es-module-lexer/dist/lexer.cjs:1:402)
ERR!     at Object.transform (........./node_modules/@storybook/builder-vite/dist/index.js:1:3217)
ERR!     at file:///.........//node_modules/rollup/dist/es/shared/node-entry.js:24343:40
```

The above error will happen if your `.stories.js` file contains any JSX. Renaming the file to `.jsx` fixes the issue. I spent hours trying to figure out the problem. Some better error messaging would be nice here. 

### To Reproduce

Happens in sandbox project with React and Vite.

### System

_No response_

### Additional context

_No response_