sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Shadow looks little weird on Bright texture.
Labels: bug,topic:rendering

### Tested versions

v4.4.dev5.official [9e6098432]

### System information

Godot v4.4.dev5 - Android - Single-window, 1 monitor - OpenGL ES 3 (Compatibility) - Adreno (TM) 610 -  (8 threads)

### Issue description

I don't have idea how I should write it. Shadow looks like glowing on Bright Texture. Here is the preview:
![Image](https://github.com/user-attachments/assets/c1c2bef4-0bf7-4817-9ba5-760cdc393e47)
![Image](https://github.com/user-attachments/assets/a9ac8753-6eda-46fc-9452-1c61d22d4745)


### Steps to reproduce

n/a

### Minimal reproduction project (MRP)

n/a
Repository: go
Issue: proposal: bufio: Scanner.IterText/Scanner.IterBytes
Labels: Proposal

### Proposal Details

Once iterators are introduced in 1.23 there is growing number of libraries based on this feature. Reading data by lines or words are quite common task and could be accomplished with `for ... range` loop. It requires just two simple methods for `bufio.Scanner`:

```go
func (s *Scanner) TextSeq() iter.Seq[string] {
	return func(yield func(string) bool) {
		for s.Scan() {
			if !yield(s.Text()) {
				break
			}
		}
	}
}

func (s *Scanner) BytesSeq() iter.Seq[[]byte] {
	return func(yield func([]byte) bool) {
		for s.Scan() {
			if !yield(s.Bytes()) {
				break
			}
		}
	}
}
```
Reading whole file as collection of lines could be like:
```go
	f, err := os.Open("file.txt")
	if err != nil {
		panic(err)
	}
	defer f.Close()
	scanner := bufio.NewScanner(f)
	
	// read all lines as slice of strings
	lines := slices.Collect(scanner.TextSeq())

	// instead of:
	// lines := make([]string, 0)
	// for scanner.Scan() {
	// 	lines = append(lines, scanner.Text())
	// }

```
Repository: tensorflow
Issue: CPU performance is questionable
Labels: type:support,TF 2.18

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

v2.18.0-rc2-4-g6550e4bd802 2.18.0

### Custom code

No

### OS platform and distribution

Ubuntu 22.04

### Mobile device

_No response_

### Python version

Python 3.10.12

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

None

### Current behavior?

So, I have 2 machines: I-5 5200U and 13700K. Both of them have only iGpu which is ignored; understandable.
I am using DeepFace which internally uses tensorflow. I am running the same python program on both machines with the same datasets. The combination is ArcFace+CenterFace. I am running a single photo vs library of photos.
Dataset 1:
Intel I-5 5200U:
CPU usage ~75%, and it takes 75 seconds.
13700K:
CPU usage ~60% with all cores around 60%, and it takes 23 seconds.

Dataset 2:
Intel I-5 5200U:
CPU usage ~60%, and it takes 99 seconds.
13700K:
CPU usage ~20% with all cores around 20%, and it takes 26 seconds.

We get a speed up of 4x; however, the CPU is not fully utilized in both cases. I was wondering about all sorts of optimizations I can do for tensorflow to squeeze the most of this system.


I also have done benchmark on 13700k, and it is close to everyone's results:
https://browser.geekbench.com/v6/cpu/9219843

### Standalone code to reproduce the issue

```shell
https://sharepad.io/p/a327C3f

Output on I-5 5200U:
Total CPUs available: 4
Available memory: 3978.17 MB
2024-12-03 20:40:07.838943: E external/local_xla/xla/stream_executor/cuda/cuda_driver.cc:152] failed call to cuInit: INTERNAL: CUDA error: Failed call to cuInit: UNKNOWN ERROR (303)
Intra-op threads: 0
Inter-op threads: 0

CPUs detected:
PhysicalDevice(name='/physical_device:CPU:0', device_type='CPU')

Number of logical CPUs detected by TensorFlow: 1

Output on 13700k:
Total CPUs available: 24
Available memory: 57406.59 MB
2024-12-03 20:40:07.838943: E external/local_xla/xla/stream_executor/cuda/cuda_driver.cc:152] failed call to cuInit: INTERNAL: CUDA error: Failed call to cuInit: UNKNOWN ERROR (303)
Intra-op threads: 0
Inter-op threads: 0

CPUs detected:
PhysicalDevice(name='/physical_device:CPU:0', device_type='CPU')

Number of logical CPUs detected by TensorFlow: 1
```


### Relevant log output

_No response_
Repository: PowerToys
Issue: [request] PowerToys Run, execute hotkeys, switch to desktop
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

Hello,

would be nice if a new feature could be implemented to send key or hotkeys, example: you type "win+d" => switch to desktop, "win" => opens start menu, "ctrl+shift+esc" => opens task manager, and so on.

Then also for the window switch, could you also please implement a "switch to desktop" / minimize all in the list.

### Scenario when this would be used?

This would be really handy to use, especially if you command the PC through remote or game streams, and could then easily maneuver through Windows, where some hotkey bindings are not natively available. 

### Supporting information

_No response_
Repository: vscode
Issue: Very small buttons for expandable hover
Labels: ux,under-discussion,editor-hover

Testing #234989

First of all, I think this is a great feature! - really useful :)
I wish the UX was better though, in terms of its really hard or rather takes very conscious effort to carefully click on + or - which are really close to each other. 

We may want to consider giving more gap in between the two buttons or separating them to left and right? (This might look ugly but would be better in terms of giving better experience for people actually clicking the button)

I do notice the effort to null one of them out if they are deemed invalid (if its in only expandable state the - gets blacked out), so that is great. 
Honestly buttons are too small :/ 
Perhaps there are keyboard shortcut to these that I dont know about though! 

![Image](https://github.com/user-attachments/assets/4a9cd5e3-3e5b-4cd0-8a8d-97723d9579ab)
![Image](https://github.com/user-attachments/assets/566f9059-b2c9-48d1-a8a3-bfafc11f987c)
Repository: flutter
Issue: [packages] `withOpacity` is deprecated
Labels: package,team-ecosystem,P2,c: tech-debt,p: flutter_markdown,p: flutter_adaptive_scaffold,triaged-ecosystem,p: two_dimensional_scrollables,p: deprecated api

Example apps for a few packages use `withOpacity`, which is deprecated in favor of `withValues`.
Repository: vscode
Issue: Git - Don't show inline blame while dragging selection
Labels: bug,git

Testing #235028

1. Click and drag to make a multi-line selection

**Bug**
The inline blame decoration moves along with the mouse cursor, which is distracting

I'd find it better if blame only showed after the selection has been made instead of while dragging
Repository: pytorch
Issue: frozen modules
Labels: module: binaries,triaged

### 🐛 Describe the bug

# checking frozen modules
import sys
frozen_modules = [name for name, module in sys.modules.items() if getattr(module, '__frozen__', False)]
print("Frozen Modules:", frozen_modules)

# output
Frozen Modules: ['torch.ops', 'torch.classes']

### Versions

Frozen Modules: ['torch.ops', 'torch.classes']
I'm using python 3.12.7 and torch 2.5.1, is it true that the latest pytorch version doesn't support python version above 3.11.x?

cc @seemethere @malfet @osalpekar @atalman
Repository: flutter
Issue: [packages] `Color.value` is deprecated
Labels: p: maps,p: webview,package,team-ecosystem,P2,c: tech-debt,triaged-ecosystem,p: deprecated api,p: vector_graphics,p: flutter_svg

```
   info • [...] • 'value' is deprecated and shouldn't be used. Use
          component accessors like .r or .g, or toARGB32 for an explicit conversion. Try replacing the use of the
          deprecated member with the replacement. • deprecated_member_use
```

It's mostly used in plugins where we are serializing colors for method channels. In those cases, it would probably be best to make a `PlatformColor` class and get each component, rather than relying on matching bit operations on both sides as we currently do.
Repository: flutter
Issue: [palette_generator] `red`/`blue`/`green`/`alpha` are deprecated
Labels: package,p: palette_generator,team-ecosystem,P2,c: tech-debt,triaged-ecosystem,p: deprecated api

They have been replaced with one-character versions:
```
   info • example/lib/main.dart:315:16 • 'red' is deprecated and shouldn't be used. Use .r. Try replacing the
          use of the deprecated member with the replacement. • deprecated_member_use
   info • example/lib/main.dart:315:30 • 'green' is deprecated and shouldn't be used. Use .g. Try replacing the
          use of the deprecated member with the replacement. • deprecated_member_use
   info • example/lib/main.dart:315:46 • 'blue' is deprecated and shouldn't be used. Use .b. Try replacing the
          use of the deprecated member with the replacement. • deprecated_member_use
   info • lib/palette_generator.dart:761:23 • 'alpha' is deprecated and shouldn't be used. Use .a. Try replacing
          the use of the deprecated member with the replacement. • deprecated_member_use
   [...]
```

This will be a trivial update once it's available on `stable`.
Repository: flutter
Issue: [A11y] Semantics roles system ☂️
Labels: c: new feature,a: accessibility,P2,team-accessibility,triaged-accessibility

### Use case

Our current semantics system is missing a bunch of roles in web and desktop platform, and some in mobile platform.
See
http://flutter.dev/go/semantics-roles

### Proposal

http://flutter.dev/go/semantics-role-system


### General
- [ ] https://github.com/flutter/flutter/issues/161346

### Dropdown, Menu, ComboBox
- [ ] https://github.com/flutter/flutter/issues/157177

### Tabs
- [ ] https://github.com/flutter/flutter/issues/107861 

### Table
- [ ] https://github.com/flutter/flutter/issues/45205

### List
- [ ] https://github.com/flutter/flutter/issues/144988

### menu
- [ ] https://github.com/flutter/flutter/issues/161561

### document
##### Link
- [x] https://github.com/flutter/flutter/issues/157210
- [ ] https://github.com/flutter/flutter/issues/102535

##### Dialog
- [ ] https://github.com/flutter/flutter/issues/157204
- [ ] https://github.com/flutter/flutter/issues/157207

##### Heading
- [ ] https://github.com/flutter/flutter/issues/155928

##### form
- [ ] https://github.com/flutter/flutter/issues/161628

##### tooltip
- [ ] https://github.com/flutter/flutter/issues/161630

### misc
- [ ] https://github.com/flutter/flutter/issues/161539
- [ ] https://github.com/flutter/flutter/issues/161540
- [ ] https://github.com/flutter/flutter/issues/161542
- [ ] https://github.com/flutter/flutter/issues/161557
- [ ] https://github.com/flutter/flutter/issues/161558
- [ ] https://github.com/flutter/flutter/issues/161559
- [ ] https://github.com/flutter/flutter/issues/161631
- [ ] https://github.com/flutter/flutter/issues/161689
- [ ] https://github.com/flutter/flutter/issues/161690
Repository: opencv
Issue: YOLO11 models do not operate with the CUDA and CUDA FP16 targets (OpenCV 4.10.0)
Labels: bug,category: dnn,category: dnn (onnx)

### System Information

OpenCV 4.10.0
Windows 11 Pro
JDK 23.0.1
CUDA 12.4
CuDNN cudnn-windows-x86_64-9.0.0.312_cuda12


### Detailed description

YOLO11 models do not operate with the CUDA and CUDA FP16 targets. Meanwhile, it operates well with the CPU target.


### Steps to reproduce

For instance, the yolo11n.onnx model (https://dropmefiles.com/w332f) throws the following error:

Caused by: CvException [org.opencv.core.CvException: cv::Exception: OpenCV(4.10.0-dev) G:\opencv-4.x\modules\dnn\src\net_impl_fuse.cpp:608: error: (-215:Assertion failed) biasLayerData->outputBlobsWrappers.size() == 1 in function 'cv::dnn::dnn4_v20240521::Net::Impl::fuseLayers'
]
	at org.opencv.dnn.Net.forward_4(Native Method)
	at org.opencv.dnn.Net.forward(Net.java:352)

### 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: godot
Issue: Checkable properties behave differently based on where they are edited
Labels: bug,topic:editor

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated GeForce GTX 1660 Ti - Intel(R) Core(TM) i5-9300HF CPU @ 2.40GHz (8 Threads)

### Issue description

I use "checkable properties" to refer to properties exposed to the editor through `_get_property_list` with the usage flag `PROPERTY_USAGE_CHECKABLE`.

Assume we have the following:
- a custom resource class `MyResource` with a checkable property of type `int`
- a file `my_resource.tres` storing an instance of the resource
- a scene `MyNode` with an exported member of type `MyResource` set to `my_resource.tres`

When editing `my_resource.tres` directly, checking on and off the property work as I expect it to. Specifically, toggling it off sets the value to `null` internally and the editor displays `0`. However, when editing `my_resource.tres` through `MyNode`'s inspector, toggling it on or off does nothing. This doesn't just affect the editor: even if `my_property` is manually set to 0 and unchecked, it will be saved as 0 and not `null` when the two may have different meanings.

In my project, I use checkable properties in a system similar to `Control`'s themes. `null` and only `null` means "don't override the parent's value". As a workaround, I store all such theme-like resources externally.

### Steps to reproduce

The minimal reproduction project below contains all the necessary files to reproduce the issue.

1) Open `my_resource.tres`. Toggling its property on should print `my_property <- 0` to the console (replace 0 with whatever value you've entered if using the spinbox directly). Toggling it off should always display `my_property <- <null>`.
2) Open `my_node.tscn`, and click on its `first` field to edit it. Since its value is set to `my_resource.tres`, I expect it to work just like in the previous case. Instead, toggling the property on or off does nothing. It is possible to input a non-zero value and toggle it off without the value being reset.

### Minimal reproduction project (MRP)

[mrp_checkable_properties.zip](https://github.com/user-attachments/files/17997122/mrp_checkable_properties.zip)
Repository: ui
Issue: [feat]: Stepper
Labels: area: request

### Feature description

Hello,
I am actively using the Shadcn library and find it highly efficient. However, there is currently no Stepper component available in the library. The Stepper component, commonly used to visualize step-by-step processes, is a widely preferred feature in modern user interface designs.

I believe adding a Stepper component similar to the one in Material-UI would greatly benefit Shadcn/ui users. Would it be possible to include this feature? Thank you in advance, and I wish you good luck with your work.

### Affected component/components

Stepper

### Additional Context

like this : https://mui.com/material-ui/react-stepper/

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: go
Issue: x/net/http2: stuck extended CONNECT requests
Labels: NeedsFix

@aojea points out in [https://go-review.googlesource.com/c/net/+/610977/comment/2f78d788_69fe1833/](https://go-review.googlesource.com/c/net/+/610977/comment/2f78d788_69fe1833/) that HTTP/2 extended CONNECT requests can get stuck waiting for a SETTINGS frame, due to a failure to close ClientConn.seenSettingsChan on some error paths.
Repository: vscode
Issue: Git - What should blame show for deleted files
Labels: bug,git

Testing #235028

1. Delete a tracked file and stage the change

Currently this keeps showing the original blame info. Should it show `Not Committed Yet (staged)` instead?
Repository: PowerToys
Issue: [Request] Automated window manager with rules for programs and system events
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

It would be great if PowerToys provided some automated window manager which allowed to set different rules when a certain app is opened, closed, minimized/maximized. It could also support various sorts of system events (certain time of the day, light/dark mode change, etc). 

In general, it should allow to perform commands automatically when some system event occurs, and provide easy to use rules editor with some predefined events and actions. It could be called, for example, "PowerToys Scenarios" or "PowerToys Rules"

### Scenario when this would be used?

Such flexible tool will allow users to easily simplify their everyday routines and make system more adapted to their lifestyles. 

Few examples I can think of: 

- When a window of a certain program is opened (allow to query by window class or title), make it always on top and semitransparent
- In the evening, change desktop wallpaper and switch system theme to dark
- When any new window is opened, snap it to the selected FancyZones layout (esentially implemeneting tile window manager)

### Supporting information

Although it is possible to implement some of these automation rules using Autohotkey scripts, it has high learning curve and is unreachable for the majority of Windows users.
Repository: godot
Issue: [MINOR] Dieresis not working from my keyboard
Labels: bug,topic:input

### Tested versions

4.2.2.stable

### System information

Windows 7 - Godot 4.2.2 - Microsoft Wired Keyboard 600 (Mouse and Keyboard Center) (Azerty layout)

### Issue description

Never thought I would fall one day on a minor bug of that sort of thing, but figuring out it was an Engine bug (or maybe not, after all can be a keyboard/computer issue since I have no way to check) was frustating, especially for something so oddly specific. 

So disclaimer : That a minor bug. A very minor thing, and honestly not even sure that a real thing.

That said, whats the bug : Every letter comporting dieresis will not write using the standard method on my keyboard meaning SHIFT+"^", but I can copy paste it, I can type it with a virtual keyboard. "Where ?", well both in-editor and in-game.

It's not a font problem for in-game cuz I can copy paste it fine, it's not a keyboard problem cuz I can just type it elsewhere, unless there some very specific problem with Godot ???

Well something else to note, is that normally typing a character that cannot have accent will just type the accent alone and that another character with it right ? So if you type twice that accent it will type it twice ? Well if I do that in Godot with dieresis, which I'll put it again, for me it's SHIFT+"^", will do : `` ^¨ ``    ????

Whatever that nonsense is.

### Steps to reproduce

Either you can reproduce by typing it, but that probably not the case, else I guess it would have been reported before, so I guess do it with an AZERTY keyboard... Else... I have honestly no fucking idea.

### Minimal reproduction project (MRP)

.
Repository: deno
Issue: `deno task`: built-in additional env vars
Labels: suggestion,task runner

It'd be nice to have a normalized set of env var for "common paths" across the different OS:

```json
{
   "tasks": { 
      "foo": "deno run --allow-write=$X_TMP foo.ts"
   }
}
```

I prefixed with `X_` in the example but could be something else

The difference with specifying manually all possible env from all os (like `--allow-write=$LOCALAPPDATA,$HOME/.cache`) is that:
- You don't get an error if you use an env var from another os: `error: Empty values are not allowed`
- You don't grant "invalid path" (like `/tmp` would grant `C:/tmp` on windows)
- You don't have to rewrite and remember these each time

## `X_CACHE`
Would resolve to something similar to https://deno.land/x/cache_dir@0.2.0. Would be nice to offer a ways to allow wasm and other cached resources to be read/write but reject the rest of the disk

| Platform | Value                               | Example                          |
| -------- | ----------------------------------- | -------------------------------- |
| Linux    | `$XDG_CACHE_HOME` or `$HOME`/.cache | /home/user/.cache           |
| macOS    | `$HOME`/Library/Caches              | /Users/user/Library/Caches  |
| Windows  | `$LOCALAPPDATA`                     | C:\Users\user\AppData\Local |

## `X_TMP`
Would resolve to resolve to the temp dir. Would be super nice to offer a read-only experience while still being able to use `Deno.makeTemp()` cross-platform.

| Platform | Value                  | Example                |
| -------- | ---------------------- | ---------------------- |
| Linux    | `/tmp`                 | /tmp                   |
| macOS    | `/tmp`                 | /tmp                   |
| Windows  | `%TEMP%` or `%TMP%`    | C:\Users\user\AppData\Local\Temp |
Repository: pytorch
Issue: CI feature mirroring or caching for Docker Hub images
Labels: module: ci,triaged

### 🐛 Describe the bug

We should investigate figuring out some way to cache Docker Hub images to avoid hitting the Docker Hub API limit. There's 2 ideas that might be worth exploring.

1) Setting up a pull through cache using Docker registry (https://docs.docker.com/docker-hub/mirror/)
2) Using AWS Public ECR Gallary which supports Docker Hub images (https://gallery.ecr.aws/)

Maybe there's some other ideas folks might have, feel free to post here.

### Versions

n/a

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: PowerToys
Issue: Mouse Jump > Activation Shortcut description language
Labels: Issue-Bug,Product-Settings,Needs-Triage,Product-Mouse Utilities

### Microsoft PowerToys version

0.86.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

Settings, Mouse Utilities

### Steps to reproduce

Just go to Mouse Utilities settings

### ✔️ Expected Behavior

This little tweak to the description would be clearer. Change to:

Customize the shortcut to turn **_this mode on or off._**

### ❌ Actual Behavior

Customize the shortcut to turn **_on or off this mode_**.

### Other Software

_No response_
Repository: flutter
Issue: Flutter engine logs do not appear in Console.app on macOS
Labels: platform-mac,a: desktop,P3,fyi-tool,team-macos,triaged-macos

### Steps to reproduce

1. Log anything using `FML_LOG(ERROR)` (using the ERROR severity level to ensure the log will be printed regardless of log level.)

### Expected results

The log message does not appear in Console.app (messages logged with `NSLog` appear as expected)

### Actual results

The log message appears alongside `NSLog` messages in Console.app. Note: if the app is run directly (`myapp.app/Contents/MacOS/myapp`), the output is shown.

### Code sample

In `shell/platform/darwin/macos/framework/Source/FlutterEngine.mm`, add:

```cpp
  FML_LOG(ERROR) << "hello";
```

### 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

N/A

Related iOS issue: https://github.com/flutter/flutter/issues/44030
Repository: ant-design
Issue: Support for defaultProps in ConfigProvider
Labels: 🗣 Discussion,💡 Feature Request,Inactive,🧶 Low Priority

### What problem does this feature solve?

Since a while, React is throwing a warning when using defaultProps. This feature was useful for overriding defaults from external libraries like AntD, but now if we want to customize the default behavior, we have to create a wrapper for basicaly every AntD component and use it everywhere.

### What does the proposed API look like?

```
<ConfigProvider defaultProps={{
  Card: { bordered: false },
  Modal: { width: 720 } }}
>
  ...
</ConfigProvider>
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->