sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: FSR 2.2 does not enhance image quality in VR / OpenXR
Labels: bug,discussion,topic:rendering,topic:xr,topic:3d

### Tested versions

Reproduced in 4.2 Stable, 4.2.1 Stable, and 4.3 Dev 4

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 31.0.15.4617) - 11th Gen Intel(R) Core(TM) i7-11700K @ 3.60GHz (16 Threads) - HP Reverb G2 VR headset running through WMR and SteamVR

### Issue description

FSR 2.2 does not enhance the image when OpenXR is enabled.

With OpenXR enabled and FSR 2.2 enabled:
![Screenshot 2024-03-04 221703](https://github.com/godotengine/godot/assets/69091728/2c0e1ec4-4fbd-45aa-ae4e-0043ba2ee077)

With OpenXR enabled and bilinear scaling:
![Screenshot 2024-03-04 221555](https://github.com/godotengine/godot/assets/69091728/ea72d3ef-7375-4210-8095-c94178eebda5)

With OpenXR disabled and FSR 2.2 enabled:
![Screenshot 2024-03-04 221648](https://github.com/godotengine/godot/assets/69091728/c19359b1-0dd0-4f1e-b7c8-f347dc614a1e)

With OpenXR disabled and bilinear scaling:
![Screenshot 2024-03-04 221541](https://github.com/godotengine/godot/assets/69091728/b41065b4-3e38-4652-8565-d9718e454143)

As you can see, despite the viewport clearly rendering with a lower resolution than when OpenXR is enabled, it has a much higher quality image with FSR 2.2 than when OpenXR is enabled with FSR 2.2.

The difference between FSR 2.2 being enabled and disabled shows no improvement when OpenXR is enabled, while it shows a clear improvement when OpenXR is disabled.

The difference is not due to the motion of the VR headset as that motion is retained when OpenXR is disabled on the viewport.

### Steps to reproduce

Enable FSR 2.2 in a project using OpenXR. Compare `get_viewport().use_xr = true` with `get_viewport().use_xr = false`.

### Minimal reproduction project (MRP)

[FSR 2.2 Bug Reproduction.zip](https://github.com/godotengine/godot/files/14489980/FSR.2.2.Bug.Reproduction.zip)
Repository: flutter
Issue: When I use a Ink with a BoxDecoration in a Visibility, the box is not rendered
Labels: framework,f: material design,has reproducible steps,P2,team-design,triaged-design,found in release: 3.19,found in release: 3.20

### Steps to reproduce
In a Visibility take a Text in a 'child ' and at 'replacement' take a Ink (with background image) and a text

### Expected results

I expect the image will show up when showImage  is true

### Actual results

I got just the Ink with text

### Code sample

<details open><summary>Code sample</summary>

```dart
  bool showImage = true;
  @override
  Widget build(BuildContext context) {
    return SafeArea(
      child: Scaffold(
          body: Visibility(
        visible: !showImage,
        replacement: Container(
          child: Ink(
            height: 600,
            width: 600,
            decoration: const BoxDecoration(
              image: DecorationImage(
                image: NetworkImage('https://github.com/hallanabreu2020.png'),
                fit: BoxFit.cover,
              ),
            ),
            child: InkWell(
              onTap: () {
                setState(() {
                  showImage = !showImage;
                });
              },
              child: const Text('Show Imag23'),
            ),
          ),
        ),
        child: TextButton(
          onPressed: () {
            setState(() {
              showImage = !showImage;
            });
          },
          child: const Text('Show Image'),
        ),
      )),
    );
  }
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

![image](https://github.com/flutter/flutter/assets/2637049/e21a950c-9fd0-4507-aea2-a9c20fa953bf)

![image](https://github.com/flutter/flutter/assets/2637049/b5ab88c0-dfe2-47a0-88d3-8f8d6b868919)


Expect
![image](https://github.com/flutter/flutter/assets/2637049/b68f5090-3636-49eb-be2f-efd6d44d7beb)

</details>



</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 3.16.8, on Microsoft Windows [versÆo 10.0.22621.3155], locale pt-BR)
[✓] Windows Version (Installed version of Windows is version 10 or higher)
[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
[✓] Chrome - develop for the web
[✓] Visual Studio - develop Windows apps (Visual Studio Community 2022 17.6.5)
[✓] Android Studio (version 2023.1)
[✓] VS Code (version 1.87.0)
[✓] Connected device (4 available)
[✓] Network resources

! Doctor found issues in 1 category.
```

</details>
Repository: opencv
Issue: Make odometry algorithm parameters orthogonal
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

Currently an `Odometry` calculator can be `COMMON` or `FAST`.
 * "Common" one is implemented on CPU, uses mask, generates a sparse set of correspondences which is then used for robust weighting
 * "Fast" one is implemented on both CPU and GPU, does not use RGB, does not use mask (while it should!) and performs correspondence calculation in dense manner which makes it harder to use robust weighting

We should:
* check if `FAST` is really faster than `COMMON`, especially when they are both on CPU
* implement RGB and mask on GPU
* try to implement robust weighting on GPU in a dense mode, use it if it gives some performance boost
* remove `COMMON` and `FAST` parameters, replace it with `ROBUST`/`REGULAR` or `SPARSE`/`DENSE`

### Additional context

https://en.wikipedia.org/wiki/Huber_loss
https://www.r-bloggers.com/2021/04/what-is-the-tukey-loss-function/
Repository: TypeScript
Issue: Overload signature in method completion missing `any` return type annotation
Labels: Bug,Help Wanted

### 🔎 Search Terms

overload method completion

### 🕗 Version & Regression Information

- This is the behavior in every version I tried


### ⏯ Playground Link

_No response_

### 💻 Code

```ts
class Foo {
    foo(a: string): string;
    foo(a: number): number;
    foo(a: any): any {
        return a;
    }
}

class Bar extends Foo {
    f|
}
```


### 🙁 Actual behavior

If you select method completion for `foo`, you get:

```ts
class Foo {
    foo(a: string): string;
    foo(a: number): number;
    foo(a: any): any {
        return a;
    }
}

class Bar extends Foo {
    foo(a: string): string;
    foo(a: number): number;
    foo(a: any) {
        
    }
}
```

There is an error on `foo(a: string): string;`:
"This overload signature is not compatible with its implementation signature. ts(2394)"

### 🙂 Expected behavior

If you select method completion for `foo`, you get:
```ts
class Foo {
    foo(a: string): string;
    foo(a: number): number;
    foo(a: any): any {
        return a;
    }
}

class Bar extends Foo {
    foo(a: string): string;
    foo(a: number): number;
    foo(a: any): any {
        
    }
}
```
And no errors.

### Additional information about the issue

_No response_
Repository: opencv
Issue: Implement color support for HashTSDF
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

We have 3 TSDF volume types: `TSDF`, `HashTSDF` and `ColorTSDF`. The latter is basically an ordinary TSDF with color support.
Since HashTSDF has shown its effectiveness compared to TSDF in terms of both speed and memory footprint, it looks natural to extend it by adding a color support.

A resulting `ColorHashTSDF` should be:
* based on existing HashTSDF with little code duplication
* compatible to `ColorTSDF`, i.e. support the same operations such as color frame integration and raycasting
* implemented for both CPU and GPU


### Additional context

Google "truncated signed distance function" for more details
Repository: node
Issue: compiling node on openBSD 
Labels: build

### Version

v18.18.0

### Platform

openbsd 7.4

### Subsystem

_No response_

### What steps will reproduce the bug?

 CXX=c++ CC=cc ./configure   --fully-static --openssl-no-asm

### How often does it reproduce? Is there a required condition?

All the time. 

### What is the expected behavior? Why is that the expected behavior?

"-ldl" shouldn't be used when using static compilation. 


### What do you see instead?

c++: warning: argument unused during compilation: '-rdynamic' [-Wunused-command-line-argument]
ld: error: unable to find library -ldl
c++: error: linker command failed with exit code 1 (use -v to see invocation)
gmake[1]: *** [deps/openssl/openssl-cli.target.mk:249: /home/kabiraatmonallabs/Execution/node-v21.6.2/out/Release/openssl-cli] Error 1


### Additional information

Downloaded  version 20 of node to compile on openBSD with configure command as ``` CXX=c++ CC=cc ./configure   --fully-static --openssl-no-asm```. 
I get the error: 
```
libopenssl.a -static -ldl -pthread -Wl,--end-group
c++: warning: argument unused during compilation: '-rdynamic' [-Wunused-command-line-argument]
ld: error: unable to find library -ldl
c++: error: linker command failed with exit code 1 (use -v to see invocation)
gmake[1]: *** [deps/openssl/openssl-cli.target.mk:249: /home/kabiraatmonallabs/Execution/node-v21.6.2/out/Release/openssl-cli] Error 1
gmake: *** [Makefile:134: node] Error 2
```
Repository: opencv
Issue: Properly implement GPU support for HashTSDF
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

GPU implementation of HashTSDF is incomplete:
* points and normals fetch is performed by copying it to CPU first
* some computation-intensive parts of integration are also done at CPU and then copied to GPU

In order to make HashTSDF more efficient, we need to replace these CPU-stubs by a proper GPU code.

### Additional context

_No response_
Repository: opencv
Issue: Try to speed up HashTSDF raycasting using triangle rasterization
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

HashTSDF raycasting is performed by sending rays from camera into space until they meet surface.
According to observations, most of the cycles are lost on traversing empty space between volume units.

Theoretically, we can speed up raycasting by moving the rays origins to the actual surface of the volume units closest to the camera. This in fact is the same as rendering volume units as cubes into depth map and then use this depth map as a per-pixel matrix of ray shifts.

We need to:
* implement this algorithm at least for the CPU version
* speed up `triangleRasterize` in the most obvious ways like `parallel_for` if needed
* check if we have an actual performance improvement

### Additional context

[On rasterization](https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/overview-rasterization-algorithm.html)
Repository: opencv
Issue: Implement TSDF integration weighting
Labels: feature,category: 3d module

### Describe the feature and motivation

Version: 5.x

Depth integration in TSDF is performed with the same weight for every frame and every pixel (except non-positive ones). Adding per-pixel or per-frame weighting would make TSDF integration more robust to uncertain data.

This feature can be implemented for all available TSDF versions in a similar way.

### Additional context

_No response_
Repository: pytorch
Issue: How to clear GPU memory  without restarting kernel when using a PyTorch model
Labels: module: cuda,triaged

## Issue description
I am currently using pytorch's model on my windows computer, using python scripts running on vscode. 
I want to be able to load and release the model repeatedly in a resident process, where releasing the model requires fully freeing the memory of the currently used GPU, including freeing the cache and cuda context.

I have now tried to use del xxx, torch.cuda.empty_cache(), but this can only free up the amount of cache memory occupied by models and variables, in fact, there is still cuda context not free, so I also tried to use numba.cuda, pycuda.driver and other third-party libraries to free this part of the memory, the results show that this is effective, it can clean up the GPU memory to a clean state, but when I re-initialize the same model in the process, there is an error, so it seems that the process of freeing the cuda context is irreversible for pytorch. 

Now to fully free the GPU's memory, I can only shut down the current process, which is not what I want. I would like to know what pytorch does to the cuda context when initializing the model, and if there are other ways to meet my requirements?

## Code example

## System Info
- PyTorch or Caffe2: PyTorch
- How you installed PyTorch (conda, pip, source): pip
- Build command you used (if compiling from source): pip install torch==2.0.1 torchvision==0.15.2 torchaudio==2.0.2 --index-url https://download.pytorch.org/whl/cu117
- OS: Windows 10
- PyTorch version:2.0.1
- Python version:3.8.18
- CUDA/cuDNN version:11.7/8.4
- GPU models and configuration:
- GCC version (if compiling from source):
- CMake version:
- Versions of any other relevant libraries:


cc @ptrblck
Repository: tauri
Issue: [bug] Invalid icon configuration
Labels: type: bug,platform: macOS,status: needs triage

### Describe the bug

On MacOs, got some errors with different `tauri.conf.json`s

Success configuration:
```json
  "bundle": {
    "active": true,
    "targets": "all",
    "icon": [
      "icons/128x128.png",
      "icons/icon.ico"
    ]
  }
```

Error configuration:
```json
  "bundle": {
    "active": true,
    "targets": "all",
    "icon": [
      "icons/icon.png",
      "icons/icon.ico"
    ]
  }
```

Error like:
```
Failed to setup app: runtime error: invalid icon: The length of the `rgba` argument (4107) isn't divisible by 4, making it impossible to interpret as 32bpp RGBA pixels.
```

### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Mac OS 10.15.7 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-apple-darwin (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.11.1
    - pnpm: 8.15.4
    - npm: 10.2.4

[-] Packages
    - tauri [RUST]: 2.0.0-beta.8
    - tauri-build [RUST]: 2.0.0-beta.6
    - wry [RUST]: 0.37.0
    - tao [RUST]: 0.26.1
    - tauri-cli [RUST]: 2.0.0-beta.4
    - @tauri-apps/api [NPM]: 2.0.0-beta.3
    - @tauri-apps/cli [NPM]: 2.0.0-beta.4

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: SolidJS
    - bundler: Vite
```
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: ant-design
Issue: Tree组件添加虚拟滚动后,再开启拖拽,拖拽到盒子底部滚动条无法向下滚动
Labels: Inactive,unconfirmed

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/live/dc629190-61c9-4e9f-a826-59b2c0b2be9b)

### Steps to reproduce

Tree组件添加虚拟滚动后,再开启拖拽,拖拽到盒子底部滚动条无法向下滚动

### What is expected?

\修复

### What is actually happening?

Tree组件添加虚拟滚动后,再开启拖拽,拖拽到盒子底部滚动条无法向下滚动

| Environment | Info |
| --- | --- |
| antd | 5.15.0 |
| React | 18 |
| System | mac |
| Browser | 122.0.6261.94（正式版本） (x86_64) |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: [video_player] should use or support rendering via createImageFromImageBitmap
Labels: c: new feature,platform-web,p: video_player,package,P3,has partial patch,team-web,triaged-web

### Steps to reproduce

Render 8 videos in a stack of containers. The flutter team added support for working around limitations of the webgl renderer, but so far no libraries are using it. The flutter team should set an example and show how to use it in the video_player web plugin so that videos don't crash the renderer. If the flutter team itself won't use this api, we need a better solution in the renderer itself to avoid the problem.

### Expected results

It works

### Actual results

It doesn't render after the 7th

### Code sample

See #144589 #144590. 

### 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

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: kubernetes
Issue: DRA: resourceslice controller: decide about resync period
Labels: sig/node,kind/feature,priority/important-longterm,lifecycle/frozen,needs-triage

### What would you like to be added?

The NodeResourceSlices controller currently uses a `resyncPeriod = time.Duration(10 * time.Minute)` in `pkg/kubelet/cm/dra/plugin/noderesources.go`.

This could get increased or disabled entirely.

Update: now the code is in https://github.com/kubernetes/kubernetes/blob/bfd91fbb3eda1b800ed17c78e9f41dcdcae0a4b7/staging/src/k8s.io/dynamic-resource-allocation/resourceslice/resourceslicecontroller.go#L45-L47

### Why is this needed?

Periodic resyncing should only be needed if the controller is faulty, which hopefully isn't the case.

/sig node
/triage-accepted
/priority important-longterm
/lifecycle frozen
/assign
Repository: kubernetes
Issue: DRA: scheduler: refactor foreachPodResourceClaim
Labels: sig/node,kind/feature,priority/important-longterm,lifecycle/frozen,triage/accepted

### What would you like to be added?

`foreachPodResourceClaim` in `pkg/scheduler/framework/plugins/dynamicresources/dynamicresources.go` could be changed so that it gathers all information about a claim, including structured claim and class parameters. Instead of two slices of the same size (`claims` and `informationsForClaim`) we should only have one.

### Why is this needed?

- `isSchedulableAfterClaimChange` can then trigger only for claims with structured parameters and ignore the others
- Some checks currently only done in `PreFilter` can already be done in `PreEnqueue`.

Together this reduces the overall work.

/sig node
/triage accepted
/priority important-longterm
/lifecycle frozen
/assign
Repository: tauri
Issue: [bug] [webview2] remove download dialog
Labels: type: bug,status: needs triage

### Describe the bug

I am using xhr download with a link to save, there will be a browser download success prompt, this prompt how can be removed? Hope to reply. Thank you
![Snipaste_2024-03-05_16-08-23](https://github.com/tauri-apps/tauri/assets/104540466/a8935f7b-1941-40c1-ba10-baf84f1d1448)


### Reproduction

_No response_

### Expected behavior

I want to give a solution, how to disable this download success prompt

### Full `tauri info` output

```text
null
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: tauri
Issue: [v2][Android]How to covert a content URI to an openable filepath?
Labels: type: feature request

### Describe the problem

I don't know much about android development, when I use dialog to get the path of a file in an app built in tauri, I get a string starting with content://, the fs module of rust doesn't read such a path, what can I do to read the file in the app?

### Describe the solution you'd like

Read file in Android App.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: next.js
Issue: High Proxy Timeout causes server the hog resources
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://codesandbox.io/p/devbox/exciting-johnson-7hlzj2

### To Reproduce

1. Add a middleware file that rewrites to a server that doesn't respond quicker than 30s
2. Start the Next server
3. Make page requests and see resource usage go up 

### Current vs. Expected behavior

I would expect that Next would set a lower proxy timeout as 30s seems unreasonably high. The browser has a 30s timeout, so even if the proxied server responds in 29s, there's a chance that the browser will still timeout.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Tue Aug  1 07:24:16 UTC 2023
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: 8.7.4
Relevant Packages:
  next: 14.1.0
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.6
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Middleware / Edge (API routes, runtime)

### Which stage(s) are affected? (Select all that apply)

Other (Deployed)

### Additional context

We encountered an issue, when the service we were proxying had an unexpected bug that caused it to stall and not respond to any requests. Together with the 30s proxy timeout, this meant that we were consuming more resources leading to our Next instances to get killed off due to OOM errors.

I discovered that there was some previous attempts & discussions around this topic:
- it was previously possible to configure `proxyTimeout` in https://github.com/vercel/next.js/pull/40289. However it has been removed in subsequent changes.
- there's a somewhat dead discussion https://github.com/vercel/next.js/discussions/36598 around the lac of a configurable `proxyTimeout`, however no action has been taken in addressing it.

I hope that this bug ticket will
Repository: storybook
Issue: [Bug]: Svg Icon can not load If use react-svg and storybook-addon-mock
Labels: bug,needs triage

### Describe the bug

I use react-svg to load svg icon from public folder. When I run project, the svg icon will be showed normally. But when I run storybook. Svg Icon cannot load on storybook.
I will check two cases:
- If I use img tag instead of using react-svg library. Icon show.
- If I remove storybook-addon-mock from addons in main.js, Icon show.
![image](https://github.com/storybookjs/storybook/assets/145654620/6a5b80b4-10cc-45b3-8af3-adba0892ba69)
![image](https://github.com/storybookjs/storybook/assets/145654620/2c905683-e403-4c34-bbb3-a93f900e48d8)
![image](https://github.com/storybookjs/storybook/assets/145654620/003cd503-1a2d-4adb-9ab7-aba67c8f4f3e)


### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_