sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GPUParticle2D spawns particles at the wrong location when `GPUParticle2D.inherit_velocity_ratio` > 0
Labels: bug,topic:2d,topic:particles

### Tested versions

- Reproducible in: v4.3.dev5.official [c9c17d6ca]

### System information

Godot v4.3.dev5 - Ubuntu 23.10 23.10 - X11 - GLES3 (Compatibility) - Mesa Intel(R) UHD Graphics (CML GT2) () - Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz (8 Threads)

### Issue description

When a GPUParticle2D is set to be a child of RigidBody2D, with `GPUParticle2D.inherit_velocity_ratio` > 0, the particles are spawned between the expected location and a location ahead of the body's movement.

See this recording of the MRP:

[Screencast from 2024-03-22 03-14-07.webm](https://github.com/godotengine/godot/assets/44928041/4cfbdd49-a6e9-4d4f-87a4-f095780ec90d)


### Steps to reproduce

- Open the MRP.
- Use arrow keys to move to add to your velocity.
- Observe particles spawning at the wrong location.

### Minimal reproduction project (MRP)

[particles_inherited_velocity.zip](https://github.com/godotengine/godot/files/14716178/particles_inherited_velocity.zip)
Note: Gravity and damping are disabled in this MRP.
Repository: neovim
Issue: <Ctrl-O> and :ju after startup causes temporary lockup
Labels: bug,marks

### Problem

Running nvim and immediately pressing `<Ctrl-O>` or issuing `:ju` command causes nvim to freeze for 20+ seconds before the jump to file occurs / jumplist appears. Thereafter, `<Ctrl-O>`, `:ju` and `<Ctrl-I>` are responsive.

The problem appears to be resolved if all the filepaths in the jumplist are available. In my case, the jumplist contains references to files like X:\dev\xyz.txt, where drive X: is mapped to a network share that is unavailable some of the time. When files on X: are available, jumplist commands on startup are immediate as expected. When X: is disconnected / offline, the problem occurs the first time jumplist commands are issued after startup.

### Neovim version (nvim -v)

v0.10.0-dev-2663+gc1c6c1ee1

### Vim (not Nvim) behaves the same?

unable to test

### Operating system/version

Windows 10

### Terminal name/version

Windows Terminal preview

### $TERM environment variable

tmux

### Installation

Nightly win64 build
Repository: opencv
Issue: Lens distortion documentation unclear
Labels: category: documentation

### Describe the doc issue

The page https://docs.opencv.org/4.x/dc/dbb/tutorial_py_calibration.html shows the lens distortion formula. It does not however explain what (x, y) and (x_distorted, and y_distorted) are. They are not raw pixels, as at least they need to be shifted to the origin. They are also likely normalized, but whether by focal length or by something else is also not clear.

It would be nice if this is explained. 

### Fix suggestion

_No response_
Repository: flutter
Issue: Consider removing --enable-web and --disable-web from Flutter CLI
Labels: tool,platform-web,c: proposal,P3,team-tool,triaged-tool

The `flutter` command line tooling has the concept of configuration for enabling (and disabling) support for web, Linux, Windows, macOS and Fuschia. (I hope I spelt the last one right)

Given we are having to document how to enable Flutter for web in the odd case that someone, somewhere, disable Flutter for web support on their machine, I'd suggest that these configuration options have outlived their usefulness.

Can we please remove these configuration options and just have web, Linux, Windows and macOS always on? Is there a world where turning these off makes sense?

We have the work around of suggesting to users that they pass the platforms they want to support to `flutter create` instead. Or, y'know, just delete the runners you don't want. Both of these options achieve the same goal, while making the system itself less stateful.

Context: https://github.com/flutter/website/pull/10329#discussion_r1535004634
Repository: ant-design
Issue: Notification does not work on ios12.5.6 / Safari/Chrome.
Labels: Inactive,📱Mobile Device,unconfirmed

### Reproduction link

[https://ant-design.antgroup.com/components/notification?from=msidevs.net](https://ant-design.antgroup.com/components/notification?from=msidevs.net)

### Steps to reproduce

https://ant-design.antgroup.com/components/notification?from=msidevs.net  Open the notification box Invalid click

### What is expected?

It's supposed to pop up just like the Android mobile browser and other versions of mobile access.

### What is actually happening?

Nothing happens when you click on it.

| Environment | Info |
| --- | --- |
| antd | 5.10.0 |
| React | 18 |
| System | ios12.5.6 |
| Browser | Safari/Chrome All versions |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Show more git diff info in the code compare window
Labels: feature-request,diff-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Currently, we can only know file changes about the file content, but not either the file mode or file encoding, so when sometimes we clone or sync a repo from others, we can see that many of the files have been changed, but their contents are identical, and we won't know what happened until we run `git diff` command manually, because VS Code won't have such information in the change diff window.
Repository: opencv
Issue: OpenCV conflict problem for Window popup
Labels: bug

### System Information

OpenCV Python Version:4.9.0.80
OpenCV Contrib Python Version:4.9.0.80
Operating System:WSL2 Ubuntu22.04
Python Version:3.10.12

### Detailed description

OpenCV `cv2.imshow()` window doesn't popup as expect.

### Steps to reproduce

I am currently using CV-CUDA,TensorRT,Torch and OpenCV trying to write a accelerated YoloV8 end2end processing pipeline at [here](https://github.com/ElinLiu0/StudentBehaviorDetection/blob/gpuPipe/VideoProcessorGPUCV.py)
It's working fine and properly in single image processing and predicting,so i thought could it run my video inferencing workloads.
Then here is code of my benchmarking script:
```python
import cv2
from VideoProcessorGPUCV import VideoProcessor
import numpy as np

# processor = VideoProcessor()
cap = cv2.VideoCapture('./testVideo/demo.mp4')

while cap.isOpened():

    ret, frame = cap.read()

    if not ret:
        break
    # print(f"Before processing : {frame.shape}")
    # output = processor.processing(frame)

    # output = np.array(output).astype(np.uint8)
    # print(f"After processing : {output.shape}")

    cv2.imshow('frame', frame)

    if cv2.waitKey(1) & 0xFF == ord('q'):
        break

cap.release()
```
Once i import my pipeline,that `cv2.imshow()` function won't work.Even i'm not initalize my custom pipeline and do something on it,`cv2.imshow()` function still not working,but if you annotate the import line,it's working,so what's the problem here,is that my pipeline issue or someting else?

### 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: vscode
Issue: [folding] fold only code
Labels: feature-request,editor-folding

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Does this issue occur when all extensions are disabled?: Yes

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**What I want:** No _comment folding_ at any level, only _code_

**What I have** at folding level 2 (it seems there's an autofold (?)):
![1](https://github.com/microsoft/vscode/assets/125092692/829b23fc-f750-4f6b-93e5-ff461949c7d7)

**What I want** at folding level 2 (ie no comment folding):
![2](https://github.com/microsoft/vscode/assets/125092692/51ee3674-5b0c-4af5-8c43-270415b5b76f)

Is there a way, extension? Thank you
Repository: godot
Issue: BBCode's Hint tooltip not showing while following viewport
Labels: bug,needs testing,topic:gui

### Tested versions

- Reproducible in: 4.2.stable, 4.2.rc2, and 4.3.dev5

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.2802) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

The tooltip for BBcode's Hint tag does not appear if the scene also have Camera2D while the RichTextLabel that contain the hinted-text is outside of CanvasLayer or inside CanvasLayer that have followed viewport enable.

We expected it still be able to display the tooltip, as meta signals for url tag still work even when they are in the same situation. Our guess is "maybe the issue isn't with the hitbox but the position of the tooltip instead".

### Steps to reproduce

**Outside of CanvasLayer case**
1. Create an empty 2D scene
2. Add RichTextLabel as a child of the scene
3. Enable RichTextLabel's BBcode
4. Put `[hint=tooltip text displayed on hover]text[/hint]` into the RichTextLabel's text box
5. Add Camera2D into the scene
6. Run Current scene
7. Try to hover the text, the tooltip will never show up

**Inside CanvasLayer case**
1. Create an empty 2D scene
2. Add CanvasLayer as a child of the scene
3. Enable CanvasLayer's Follow viewport
4. Add RichTextLabel as a child of the CanvasLayer
5. Enable RichTextLabel's BBcode
6. Put `[hint=tooltip text displayed on hover]text[/hint]` into the RichTextLabel's text box
7. Add Camera2D into the scene
8. Run Current scene
9. Try to hover the text, the tooltip will never show up

If you were to disable CanvasLayer's Follow viewport and run Current scene again, the tooltip will show up and vice versa.

### Minimal reproduction project (MRP)

[HintToolTipCameraBug.zip](https://github.com/godotengine/godot/files/14718616/HintToolTipCameraBug.zip)
Repository: angular
Issue: routerLinkActiveOptions fragment add option to not match when no fragment is used
Labels: area: router,router: directives

### Which @angular/* package(s) are relevant/related to the feature request?

router

### Description

Consider the following example:

```typescript
import { IsActiveMatchOptions } from '@angular/router';

class MyComponent {
  protected routerLinkMatchOptions: IsActiveMatchOptions = {
    queryParams: 'subset',
    fragment: 'exact',
    paths: 'exact',
    matrixParams: 'ignored'
  }
}
```

```html
<a routerLink="./" [routerLinkActiveOptions]="routerLinkMatchOptions" routerLinkActive="link-active"></a>
<a routerLink="./" fragment="fragment1" [routerLinkActiveOptions]="routerLinkMatchOptions" routerLinkActive="link-active"></a>
```

If you go on the page `./`, only the first link will get the `link-active` class. If you go on `./#fragment1`, both links will get the `link-active` class.

While that might be the desired effect for some, it is not necessarily always desired.

### Proposed solution

Add another option to `IsActiveMatchOptions.fragment`, like `exact-required`, that would say:
- if the link has the same `fragment`, it is a match
- if the link has a different `fragment` or **does not have** a `fragment`, it is not a match

Which would differ from the current `exact` that behaves like:
- if the link has the same `fragment` or **does not have** a `fragment`, it is a match
- if the link has a different `fragment` it is not a match


### Alternatives considered

Maybe this is a bug and the `exact` option should say "if there is no fragment, it is not exact, and therefore should not be a match"
Repository: godot
Issue: Massive performance drop when modifying a tile from a disabled tilemap
Labels: bug,topic:2d,performance

### Tested versions

Using version 4.2.1 stable mono [b09f793f5]

### System information

Windows 11 - Godot v.4.2.1 stable mono

### Issue description

If you modify (specifically in my case delete) a tile from a disabled layer in a tilemap, you will see a massive drop in performance due to GPU computing.

I was doing this specifically to hide a layer while in debug mode. I guess I'll try to shift the layer behind other layers for now, but this solution will not work for people who might not be using multiple layers and just wished to make a tilemap temporarily invisible while still needing to modify it.

### Steps to reproduce

1) Create a tilemap, fill it with tiles 1000 x 1000
2) Disable the layer
3) Start removing tiles on the layer

In the Minimal Reproduction Project, you don't have to do anything, the code is already set up to automatically create the tilemap and starts a repeating task that deletes a tile every 2 seconds. Just boot the demo and check the profiler.

### Minimal reproduction project (MRP)

[Godot_MRP.zip](https://github.com/godotengine/godot/files/14719245/Godot_MRP.zip)
Repository: vscode
Issue: Align review comments UX and diff buttons UX
Labels: polish,diff-editor

See here:

![Recording 2024-03-22 at 08 54 10](https://github.com/microsoft/vscode/assets/900690/e278c4ad-c926-4fdc-85cb-fc24201eb393)

Since both components are very similar, why not align them:
- same border width for the vertical lines
- same button feedback when you hover
Repository: kubernetes
Issue: DRA: E2E: add test case for structured parameters + deallocation
Labels: priority/backlog,sig/node,kind/feature,triage/accepted

### What would you like to be added?

https://github.com/kubernetes/kubernetes/blob/95a6f2e4dcc2801612933707b05d31609744ada7/test/e2e/dra/dra.go#L666 covers the [PostFilter](https://github.com/kubernetes/kubernetes/blob/9c50b2503b7190dbbf7e745103bc58574b3da590/pkg/scheduler/framework/plugins/dynamicresources/dynamicresources.go#L1198) code path in the scheduler.

We need a corresponding E2E test for structured parameters. How to trigger it in a realistic way is a bit open. It probably can occur in combination with some other PreBind plugin or a write error during PreBind (both not easy to simulate). Perhaps we simply need to set up a claim in the right starting state.

### Why is this needed?

Unit tests alone are not sufficient.
Repository: PowerToys
Issue: FancyZones swaps left to right, on virtual Desktops (Win 10) with dual-screen use
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.74.0

### Installation method

GitHub, Other (please specify in "Steps to Reproduce")

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

In my company, I'm assigned each day varying workstations, but the setups are always identical:

- Lenovo Laptop ThinkPad P1 Gen5 (always the same, connected with dockingstation)
- 2 monitors of type Lenovo P27h-20

On each workstation (seen in the Windows System-Setup), I have the logical Monitor 1 on the left and the logical Monitor 2 on the right.
I've set up 4 virtual desktops, and often my window assignments are swapped on each 4 virtual desktop left and right!

### ✔️ Expected Behavior

No swapping

### ❌ Actual Behavior

Swapping

### Other Software

NO
Repository: svelte
Issue: Custom element boolean attribute incorrectly converted to `true`
Labels: custom element

### Describe the bug

When passing a boolean attribute to a custom element, the prop value is alway `true`.

### Reproduction

https://github.com/CLDXiang/svelte-custom-elements-attribute-bug

```
pnpm install
pnpm dev
```

In `demo/App.svelte`:
```svelte
<my-component a-boolean={false} />
```

But the rendered `aBoolean` value is `true`.


### Logs

_No response_

### System Info

```shell
System:
    OS: macOS 13.6.1
    CPU: (20) x64 Intel(R) Core(TM) i9-10910 CPU @ 3.60GHz
    Memory: 133.66 MB / 32.00 GB
    Shell: 5.9 - /bin/zsh
  Binaries:
    Node: 16.20.1 - ~/.nvm/versions/node/v16.20.1/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v16.20.1/bin/yarn
    npm: 8.19.4 - ~/.nvm/versions/node/v16.20.1/bin/npm
  Browsers:
    Chrome: 123.0.6312.59
    Firefox: 100.0.2
    Safari: 16.6
  npmPackages:
    svelte: ^4.2.12 => 4.2.12
```


### Severity

annoyance
Repository: ant-design
Issue: [BUG] RangePicker onPanelChange not firing
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-yh3wyl?file=%2FRangepickerUI.js%3A54%2C7-54%2C20)

### Steps to reproduce

When the month period is selected, the onPanelChange method does not work

### What is expected?

The period should be output to the console

antd version: 4.24.16
https://codesandbox.io/p/sandbox/antd-reproduction-template-forked-gv58sg?file=%2Fpackage.json%3A4%2C15-4%2C19

### What is actually happening?

In the latest version nothing is output to the console

| Environment | Info |
| --- | --- |
| antd | 5.15.3 |
| React | 18.x |
| System | Sonoma 14.2 |
| Browser | Chrome 122.0.6261.94, (arm64) |

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Repository: pytorch
Issue: DISABLED test_resnet18 (__main__.TORCH_NN_MODULE)
Labels: module: onnx,triaged,module: flaky-tests,skipped

Platforms: linux

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_resnet18&suite=TORCH_NN_MODULE&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/22966233108).

Over the past 3 hours, it has been determined flaky in 2 workflow(s) with 2 failures and 2 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_resnet18`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `onnx/test_fx_to_onnx_with_onnxruntime/TestFxToOnnxWithOnnxRuntime_op_level_debug_True_dynamic_shapes_False_model_type_TorchModelType.py` or `onnx/test_fx_to_onnx_with_onnxruntime`

cc @clee2000
Repository: material-ui
Issue: [material-ui][AppBar] Background color is lighter than what the theme defines
Labels: bug 🐛,component: app bar,package: material-ui

### Steps to reproduce

Link to live example: https://mui.com/material-ui/react-app-bar/#enable-color-on-dark

Steps:
1. The theme sets the AppBar colour to "#1976d2".
2. The AppBar actually has colour "#2582D6".
3. If you change the colour to "#000" the AppBar now has colour "#171717".
4. If your remove the color prop and set `sx={{background:'#000'}}` instead, the AppBar is now "#000" as expected.

I'm using the 'Digital Colour Meter' in MacOS to analyse these colours, using 'sRGB' mode.


### Current behavior

The AppBar currently sets a background colour which is lighter than the selected theme colour.

There's nothing in the documentation to suggest why this is happening nor what sub-palette of "primary" the AppBar is using, nor how to make the AppBar actually use the correct colour as defined in the palette.

### Expected behavior

The AppBar should be the colour defined in the palette, or the documentation should specify which sub-palette (eg. primary.something) the AppBar is using.

### Context

Trying to set the theme of my MUI app to use specific colours set via theme.

### Your environment

Just use the online interactive documentation, the bug exists on the live mui.com site.
https://mui.com/material-ui/react-app-bar/#enable-color-on-dark

**Search keywords**: AppBar Theme Color
Repository: godot
Issue: JSON.stringify (and JSON.print in 3.x) produces invalid JSON for INF/NaN floats
Labels: bug,discussion,topic:core

### Tested versions

Godot Engine v4.2.2.rc1.official.c7fb0645a

Also seen in an otherwise-unspecified 3.5 build by someone I know

### System information

Windows 10, amd rx 480 gpu

### Issue description

The `JSON.stringify` function (`JSON.print` in 3.x) produces illegal JSON if the given data contains INF or NaN floats.

JSON numbers must be finite real numbers, not arbitrary floating point numbers. This means that the JSON stringifier can produce text that the JSON parser cannot parse.

![firefox_2024-03-22_06-12-16](https://github.com/godotengine/godot/assets/585488/54433d17-958b-4811-950f-4e4c62753b4b)

The JSON stringifier should either produce an error, or use best-approximation values (e.g. `DBL_MAX` or `+1e9999` or similar for INF, `0.0` or `null` for NaN, or strings saying "INF/-INF/NaN") when fed numbers that can't be stored as finite real numbers.

### Steps to reproduce

Run the following code in the _ready() function of a new scene in the editor and hit the "run current scene" button:

```gdscript
    prints("json: ", JSON.stringify([1.0/0.0]))
    prints("json: ", JSON.stringify([sqrt(-1.0)]))
```

Observe this output in the debug console output:

```
json:  [inf]
json:  [nan]
```

### Minimal reproduction project (MRP)

N/A
Repository: PowerToys
Issue: Keyboard Manager Keys/Shortcuts Titles
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

I would like to have a title field on both the Keys and Shortcuts entries, which will serve as a way to identify what the command is doing. In addition, it would be nice to have all entries sorted on this field or make it possible to sort it on the title.

### Scenario when this would be used?

You can give each shortcut a title and be able to find the shortcuts way easier when you want to remove, change or add new shortcuts.

### Supporting information

_No response_