sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inconsistent cubemap faces order in Vulkan and OpenGL
Labels: bug,topic:rendering,topic:shaders

### Godot version

4.1.x and 4.2-rc2

### System information

Linux

### Issue description

I made a simple cubemap texture to test how cubemaps work and play with custom shaders:

<a href="https://github.com/godotengine/godot/assets/3236464/c74a8242-32be-4aa8-9e38-0648fb8329c8" target="_blank"><img src="https://github.com/godotengine/godot/assets/3236464/c74a8242-32be-4aa8-9e38-0648fb8329c8" width="96" alt="64" />

When I switched from Compatibility to Forward+, I noticed that cubemaps work differently and custom shaders produce different results.

Assuming the behavior should be consistent in all renderers, I suspect there is a bug somewhere. (At least in the documentation I didn't find any mention that this behavior is expected.) I don't know which order is correct, but I want to have the same order in all renderers (if technically possible).

| Vulkan (Forward+ / Mobile) | OpenGL (Compatibility) |
| - | - |
| Front is 5 | Front is 6 |
| Top is 4 |Top is 3 |
| Bottom is 3 | Bottom is 4 |
| ![godot-cubemap-vulkan](https://github.com/godotengine/godot/assets/3236464/ea1588dd-32cd-4a34-a49c-12e50be8ae07) | ![godot-cubemap-opengl](https://github.com/godotengine/godot/assets/3236464/7ed2c1c0-e268-4818-b3b7-ead1a9eaa1e1) |

### Steps to reproduce

Import a cubemap, open the resource preview, switch between Vulkan (Forward+ / Mobile) and OpenGL (Compatibility) and notice the differences.

### Minimal reproduction project

N/A
Repository: flutter
Issue: Add M2 and M3-specific tests
Labels: a: tests,framework,f: material design,c: proposal,P2,team-design,triaged-design

Some of the tests that were modified with `useMaterial3: false` will need an M3 version. Examples that were modified with `useMaterial3: false` should be updated (along with their tests) to M3.

A list of all the test files that are likely to need to be updated can be found in the [M2-M3 Updates TODO spreadsheet](https://docs.google.com/spreadsheets/d/1TEmxXloSu0cHNQuBn6xjH895-lnSOqH3pln6JVACorc/edit?usp=sharing).

This issue was originally part of https://github.com/flutter/flutter/issues/127064 (see "Step 3").
Repository: pytorch
Issue: lax.cond, lax.switch alternatives
Labels: triaged,module: functorch

So I saw [here](https://pytorch.org/functorch/stable/ux_limitations.html#vmap-limitations) that lax.cond and lax.switch are not available for vmap right now. However, is there some experimental code I can use for now? Or some kind of workaround? Also, is a for loop like the following possible to parallelize using vmap?

```
x = 0
for i in range(4):
    x += f(y)
return x
```

cc @zou3519 @Chillee @samdow @kshitij12345 @janeyx99
Repository: pytorch
Issue: vmap: Transform single-element tensor to integer
Labels: triaged,module: functorch,module: dynamic shapes

Related to [this](https://github.com/pytorch/pytorch/issues/124423), [this](https://github.com/pytorch/functorch/issues/745) and probably [this](https://github.com/pytorch/pytorch/issues/105494).

Code: 

```
def translate_y_vmap_(data, shift):
    return torch.roll(data, int(shift), dims=-1)
    # I have tried: 
    # return torch.roll(data, shift, dims=-1)
    # return torch.roll(data, shift.item(), dims=-1)
    # return torch.roll(data, shift[None][0], dims=-1) 
    #  return torch.roll(data, shift[0], dims=-1) # < invalid index of a 0-dim tensor.

translate_y_vmap = torch.vmap(translate_y_vmap_)

images = torch.randn(8, 1, 64, 64)
shifts = torch.randint(64, (8,))
translate_y_vmap(images, shifts)
```

Error: 

>   [...]
   File ".../python3.10/site-packages/torch/_functorch/vmap.py", line 619, in _flat_vmap
    batched_outputs = func(*batched_inputs, **kwargs)
  File "thisfile.py", line 9, in translate_y_vmap_
    return torch.roll(data, int(shift), dims=-1)
RuntimeError: vmap: It looks like you're calling .item() on a Tensor. We don't support vmap over calling .item() on a Tensor, please try to rewrite what you're doing with other operations. If error is occurring somewhere inside PyTorch internals, please file a bug report.

What I wanted to do here is to pass a 1D-Tensor to a vmapp-ed function, so that one element of that tensor is used for every call to the original function. I'm a bit at a loss whether that can be done at all.
I've found a non-vmap solution, too, but this seemed to me like a pretty big problem with vmap if it can only vectorize over >1d arguments. (Probably it's a mistake on my side, but I'm not seeing it).

cc @ezyang @gchanan @zou3519 @kadeng @Chillee @samdow @kshitij12345 @janeyx99
Repository: opencv
Issue: cuda::remap() returns different results from cv::remap()
Labels: bug,category: imgproc,category: gpu/cuda (contrib)

### System Information

OpenCV 4.8
Win7 64b
latest Visual Studio 2019
CUDA 10.2

### Detailed description

Currently, `cv::cuda::remap()` returns values different from `cv::remap()` for non-integer remapping (involving rounding) and `cv::INTER_LINEAR`.

Is this behaviour

- expected, considering architectural differences for ~rounding~ interpolating ?
- considered acceptable ?
- considered as a bug ?


### Steps to reproduce

```
  cv::Mat src = cv::Mat(4, 4, CV_32FC1);
  src.forEach<float>([&](float& value, const int* position) {value = static_cast<float>(position[1]);});
  cv::Mat mapX = cv::Mat(4, 4, CV_32FC1);
  mapX.forEach<float>([&](float& value, const int* position) {value = position[1]-0.33f;});
  cv::Mat mapY = cv::Mat(4, 4, CV_32FC1);
  mapY.forEach<float>([&](float& value, const int* position) {value = position[0]-0.33f;});
  cv::Mat dst1;
  cv::remap(src, dst1, mapX, mapY, cv::INTER_LINEAR, cv::BORDER_CONSTANT, cv::Scalar::all(0));

  cv::cuda::GpuMat gSrc;
  cv::cuda::GpuMat gMapX;
  cv::cuda::GpuMat gMapY;
  cv::cuda::GpuMat gDst;
  gSrc.upload(src);
  gMapX.upload(mapX);
  gMapY.upload(mapY);
  cv::cuda::remap(gSrc, gDst, gMapX, gMapY, cv::INTER_LINEAR, cv::BORDER_CONSTANT, cv::Scalar::all(0));
  cv::Mat dst2;
  gDst.download(dst2);

  std::cout << "src:" << std::endl << src << std::endl;
  std::cout << "mapX:" << std::endl << mapX << std::endl;
  std::cout << "mapY:" << std::endl << mapY << std::endl;
  std::cout << "dst1:" << std::endl << dst1 << std::endl;
  std::cout << "dst2:" << std::endl << dst2 << std::endl;
  std::cout << "absdiff:" << cv::norm(dst1, dst2, cv::NORM_INF) << std::endl;
```

### 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]: Drag handle makes closing a notification difficult
Labels: bug,good first issue,help wanted,ui

### Describe the bug

I think the z-index of the sidebar drag handle is too high or the notification z-index is too low. In just the right circumstances, the drag handle will obstruct the close button on the notification. Here's a quick video demonstrating this:

https://github.com/storybookjs/storybook/assets/1123119/84d8ec97-3113-4167-8ff2-569e4d7c64fb



### To Reproduce

You might need to do this locally. I was advised to delete the storybook cache in `node_modules` to get the notification to appear. Then, drag the sidebar to align with the close button.

### System

```bash
Storybook Environment Info:

  System:
    OS: macOS 14.0
    CPU: (8) arm64 Apple M1
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 18.18.2 - ~/.nvm/versions/node/v18.18.2/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.19.0/bin/yarn <----- active
    npm: 9.8.1 - ~/.nvm/versions/node/v18.18.2/bin/npm
    pnpm: 8.6.2 - ~/.nvm/versions/node/v16.19.0/bin/pnpm
  Browsers:
    Chrome: 119.0.6045.159
    Edge: 119.0.2151.72
    Safari: 17.0
  npmPackages:
    @storybook/addon-actions: 7.4.2 => 7.4.2 
    @storybook/addon-designs: ^7.0.5 => 7.0.5 
    @storybook/addon-essentials: 7.4.2 => 7.4.2 
    @storybook/addon-interactions: 7.4.2 => 7.4.2 
    @storybook/addon-mdx-gfm: 7.4.2 => 7.4.2 
    @storybook/channels: 7.4.2 => 7.4.2 
    @storybook/client-logger: 7.4.2 => 7.4.2 
    @storybook/design-system: ^7.15.15 => 7.15.15 
    @storybook/eslint-config-storybook: ^3.1.2 => 3.1.2 
    @storybook/jest: ^0.2.2 => 0.2.2 
    @storybook/manager-api: 7.4.2 => 7.4.2 
    @storybook/react: 7.4.2 => 7.4.2 
    @storybook/react-vite: 7.4.2 => 7.4.2 
    @storybook/testing-library: ^0.2.1-next.0 => 0.2.1 
    @storybook/theming: 7.4.2 => 7.4.2 
    chromatic: ^9.0.0 => 9.0.0 
    eslint-plugin-storybook: ^0.6.13 => 0.6.13 
    msw-storybook-addon: 2.0.0--canary.122.b3ed3b1.0 => 2.0.0--canary.122.b3ed3b1.0 
    storybook: 7.4.2 => 7.4.2
```


### Additional context

_No response_
Repository: TypeScript
Issue: Semantic highlighting: Non-explicit readonly properties not shown as such
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

readonly, readonly properties

### 🕗 Version & Regression Information

Nothing to put in here, has never worked, I don't think.

Might be a language server issue, idk

### ⏯ Playground Link

https://www.typescriptlang.org/play#code/CYUwxgNghgTiAEYD2A7AzgF3lAXPA3gFACQcUwqEAntgEZigBmeKArgLa0gyEC+hUAHRR6TQqEiwEydFlp4ASiHKUqAHiLERDEM3htO3PgD5CtYaN3jw0OIlSZEefPDIUU1Ojr0YYrBLzwAD4ErsruntpMeIxQEGgBhGAW3oQAlozwABTJUboAlAQkuZaMfEnQaGjwACJFxADmIFh5jFmFmqTNrDAo8ACMJPz8ErbSDljAeDXiKWJAA

### 💻 Code


In this example, there are 4 variables, all with a readonly property called abcdef, only the first one is registered by the IDE as being readonly, even though they are.

```typescript
declare const a: {
	readonly abcdef: number
}
a.abcdef
declare const b: Readonly<{
	abcdef: number
}>
b.abcdef
declare const c: { readonly abcdef: true } | { readonly abcdef: false }
c.abcdef
if (c.abcdef) {
	c.abcdef
}
class D {
	get abcdef() {
		return 1
	}
}
declare const d: D
d.abcdef
```

### 🙁 Actual behavior

This is an IDE issue regarding code highlighting. When a property is readonly, but not explicitly so, it doesn't show up as a readonly property. TypeScript knows it's readonly, but the syntax highlighting doesn't always match it, which can be a bit confusing, just like if consts didn't always have the different highlighting. It's a lot nicer when you can always immediatly tell when something is readony, not by having to test it out and it makes it a lot more readable.

### 🙂 Expected behavior

All the properties should be registered as readonly, in the case of VSCode, the same colour as constants

### Additional information about the issue

_No response_
Repository: PowerToys
Issue: Set different fancy zone layouts based on device orientation
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Set different fancy zone layouts based on device orientation. When using my surface Pro X in a vertical orientation the fancy zones that I'm using don't work as well so I created a second custom version the challenges in the event that I need to switch orientation for a bit my windows don't look that great and since I'm using it in tablet mode toggling between zone layouts isn't easy yet.

### Scenario when this would be used?

When using a surface device with a pen in vertical mode the fancy zone layout that I had set for the horizontal mode doesn't work as great so being able to take advantage of the orientation and set a vertical fancy zone layout and a horizontal fancies on layout would be amazing.

### Supporting information

I generally use one large square and two smaller square zone layout design horizontally to the left half of the screen is one window and then to the right half of the screen I have two squares stacked on top of each other for a quick reference applications like files and whatever else I might need. In vertical orientation that layout doesn't work because the right half of the screen then becomes very crunched and unfortunately windows applications aren't mobile optimized so they don't fit those window sizes otherwise this wouldn't be a problem. Therefore I've opted for doing a vertical design where top half of the screen is one giant app and the bottom half is two squares to the left and right. Ultimately being able to press something to rearrange the windows so that they flip from top to bottom or left to right while keeping the zone layouts would also be fun.
Repository: stable-diffusion-webui
Issue: [Feature Request]: Interrupt after image is finished
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

When creating a batch of images, It would be cool if you can interrupt the proces, but finish the image currently generated, instead of an image is not 100% generated.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

maybe an option to turn this feature on and off
Repository: PowerToys
Issue: Apply a hierarchical classification to the functions provided by PowerToys
Labels: Needs-Triage

### Description of the new feature / enhancement

The functions offered by PowerToys are varied and growing in number.
When there are only five or six choices, it may be enough to simply display a row of buttons.
However, I believe that at some point, a hierarchical classification will become necessary.
For example, Awake, Environment Parameters, Registry Preview, etc. can be categorized as System Settings.
Functions related to mouse, keyboard, or display can be grouped together as Human Interface.

### Scenario when this would be used?

In the future, when a user spends an hour or so to grep a specific one out of 50 or 100 functions.
With a hierarchical classification, this would take only a few minutes.

### Supporting information

_No response_
Repository: terminal
Issue: Control key getting "stuck" for enter/tab key?
Labels: Help Wanted,Area-Input,Issue-Bug,Product-Terminal

### Windows Terminal version

1.18.3181.0

### Windows build number

10.0.22631.0

### Other Software

_No response_

### Steps to reproduce

`Winget install ‘KDE.Kdiff3’`

Open razzle (not sure if this matters)

`Git config --edit --local`

```
[diff]
    tool = kdiff3
    autoRefreshIndex = true
[difftool]
    prompt = false
[difftool "kdiff3"]
    path = C:/Users/jeffmill/AppData/Local/KDiff3/bin/kdiff3.exe
    cmd = \"C:/Users/jeffmill/AppData/Local/KDiff3/bin/kdiff3.exe\" \"$LOCAL\" \"$REMOTE\"
```

(modify paths accordingly, of course)

`git difftool 66f7252e212f6~1..66f7252e212f6`

(use a suitable diff that contains multiple changes in it)

Kdiff3 will open and block the console.

Focus on terminal window and press Ctrl-Break 

Focus on Kdiff3 window and press Ctrl-Q 

Focus on Terminal window and Press Enter a bunch of times – you should see “mmmm”


### Expected Behavior

enter key should work as expected.

### Actual Behavior

mmmm is shown.
Repository: next.js
Issue: Next project builds fine on my local machine, but fails on Vercel
Labels: bug

### Link to the code that reproduces this issue

https://github.com/mthakur5/www.haroth.com

### To Reproduce

npm run build

when running same web app in localhost. building time was 18-20 min. but when i trying to build on vercel it is not showing any errors, even it is conconfusing because building time was more than 45 min. but build stop in 6 min. without any errors.

https://imgur.com/o3Ofzmx


https://github.com/vercel/next.js/assets/138131563/d47fe1bb-b6c9-41a1-9029-8a9e8b1db701



Please find attached picture above.

### Current vs. Expected behavior

This project should build in 20-25 min.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
{
  "name": "client",
  "version": "0.1.0",
  "private": true,
  "scripts": {
    "dev": "next dev",
    "build": "next build",
    "start": "next start",
    "lint": "next lint",
    "sitemap": "node generateSitemap.js"
  },
  "dependencies": {
    "@reduxjs/toolkit": "^1.9.5",
    "@vercel/analytics": "^1.0.2",
    "axios": "^1.4.0",
    "dotenv": "^16.3.1",
    "framer-motion": "^10.12.18",
    "js-cookie": "^3.0.5",
    "next": "13.4.7",
    "next-auth": "^4.22.1",
    "next-sitemap": "^4.2.3",
    "nextjs-progressbar": "^0.0.16",
    "node-cron": "^3.0.2",
    "nodemailer": "^6.9.4",
    "onesignal": "^0.1.2",
    "otp-gen-agent": "^1.1.2",
    "qs": "^6.11.2",
    "razorpay": "^2.9.0",
    "react": "18.2.0",
    "react-dom": "18.2.0",
    "react-hook-form": "^7.45.1",
    "react-hot-toast": "^2.4.1",
    "react-icons": "^4.10.1",
    "react-multi-carousel": "^2.8.4",
    "react-otp-input": "^3.0.2",
    "react-redux": "^8.1.1",
    "react-responsive-carousel": "^3.2.23",
    "react-spinners": "^0.13.8",
    "sharp": "^0.32.4",
    "shortid": "^2.2.16",
    "sitemap": "^7.1.1"
  },
  "devDependencies": {
    "autoprefixer": "^10.4.14",
    "eslint": "8.44.0",
    "eslint-config-next": "13.4.7",
    "postcss": "^8.4.24",
    "tailwindcss": "^3.3.2"
  }
}
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

I have tested in localhost and it working fine. took 18-20 min. for build while app.

i don't understand what is wrong with this. please help me asap.
Repository: vscode
Issue: Thin lines between code lines in multi file diff editor
Labels: bug,multi-diff-editor

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Testing #199155

When scrolling multi file diff editor in Google Chrome sometimes a thin grey lines appear between lines of code. If you then trigger a hint (by hovering variable, field or function), then the line will become black. This can be probably caused by using 125% scale on X.org Nvidia, but I cannot reproduce this on regular diff editor.

- VS Code Version: 1.85.0 Insiders
- OS Version: Arch Linux
- Browser: Google Chrome 119.0.6045.159

Steps to Reproduce:

1.  Download latest insiders version
2. Start it as server and open in Google Chrome
3. Open multi file diff editor
4. See thin grey lines between code lines.

Screenshot:

![image](https://github.com/microsoft/vscode/assets/22894169/3ed3102a-ddff-4064-a2d9-a3e80401d0d4)
Repository: vscode
Issue: Using 'function' in a Lua string causes wrong indentation
Labels: editor-autoindent,under-discussion,lua,on-unit-test

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Does this issue occur when all extensions are disabled?: Yes

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* Version: 1.84.2 (user setup)
* Commit: 1a5daa3a0231a0fbba4f14db7ec463cf99d7768e
* Date: 2023-11-09T10:51:52.184Z
* Electron: 25.9.2
* ElectronBuildId: 24603566
* Chromium: 114.0.5735.289
* Node.js: 18.15.0
* V8: 11.4.183.29-electron.0
* OS: Windows_NT x64 10.0.23481

Steps to Reproduce:

1. Create a `Lua` file
2. Create a string which includes `function`
    * there must be no letter before and after `function`
3. Add a newline after the string

![image](https://github.com/microsoft/vscode/assets/50866361/e17e8891-5c7d-4118-985f-b96a06e819dc)
Repository: PowerToys
Issue: Please allow different key mappings across multiple keyboards
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

Please allow different key mappings across multiple keyboards. Some keyboards have different layouts than others for example Apple Magic Keyboard on the lower left corner is [control] [option/alt] [command/windows] whereas the same place of windows keyboards are [control] [function] [windows] [alt]. To be able to efficiently use shortcuts, it is necessary to have the keys in the same order across keyboards for example being able to change the Apple Keyboard to [control] [command/windows] [option/alt] and maintaining the mapping of my other keyboards the same.

### Scenario when this would be used?

I use an Apple Magic Keyboard at home and a Microsoft keyboard at work or my laptop's native keyboard. To be able to efficiently use shortcuts, it is necessary to have the keys in the same order across keyboards for example being able to change the Apple Keyboard to [control] [command/windows] [option/alt]. It would be VERY useful for me to be able to configure key mapping separately for each of these, particularly the magic keyboard. 

### Supporting information

_No response_