sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: segment_intersects_convex problem
Labels: discussion,topic:physics,needs testing,topic:3d

### Godot version

3.5.1 stable

### System information

Windows10, Ryzen 5600

### Issue description

SegmentIntersectsConvex seems to intersect segments that arent actually intersecting the convex shape but also the planes which define the shape.
Is this how the function is supposed to work?
If it isnt ill try to make time to provide a minimal reproduction project.
![Godot bug](https://user-images.githubusercontent.com/11059623/205131137-13e96f7c-367e-4384-ba7b-1eb6cf7c1a31.png)


### Steps to reproduce

Try the method segment_intersects_convex with a segment that doesnt intersect the hull but intersects a plane of that hull.



### Minimal reproduction project
[test.zip](https://github.com/godotengine/godot/files/10135717/test.zip)
Repository: svelte
Issue: Issue with reactivity on store binding of _this_ outside .svelte in custom element.
Labels: custom element

### Describe the bug

When binding a component's _this_ attribute to a store in a typescript file I am able to set its CSS from another component by simply importing the store variable and assigning a new value. This works properly when running in dev. But when I generate the custom element, the bound HTMLElement loses its reactivity (changing the CSS doesn't reflect on the dom). When debugging using the browser debugger, I see everything working perfectly. Even the CSS attribute gets set, but it just refuses to update. This is just an annoyance because I've found a workaround by setting an object and making the component subscribe to that object and then updating with the changes.



### Reproduction

I've created an example repository that reproduces the issue: [demo](https://github.com/RamAddict/svelte-issue-demo).
I have a Counter component in the demo whose _this_ I bind to a local variable. Then, I bind the local variable to the father's component's variable which I import from the store. I then import that store into the ChangeColor component's _on:click_ function to tell it to change the background color.

The repository has instructions on how to run and generate the custom element. You will see that it works running in dev but not in the custom element.

### Logs

```shell
No logs were seen for this issue :(
```


### System Info

```shell
System:
    OS: Linux 5.15 Ubuntu 20.04.4 LTS (Focal Fossa)
    CPU: (16) x64 AMD Ryzen 7 5800X3D 8-Core Processor
    Memory: 4.37 GB / 15.58 GB
    Container: Yes
    Shell: 5.0.17 - /bin/bash
  Binaries:
    Node: 16.16.0 - ~/.nvm/versions/node/v16.16.0/bin/node
    npm: 8.15.0 - ~/.nvm/versions/node/v16.16.0/bin/npm
  npmPackages:
    svelte: ^3.53.1 => 3.53.1
    vite: ^3.2.3
I use OperaGx, but its the same with chrome
LVL4 (core: 92.0.4561.71)
System:Windows 11 64-bit
Chromium version:106.0.5249.119
```


### Severity

annoyance
Repository: terminal
Issue: [1.17] Add support for multiple schemes to the SUI
Labels: Product-Terminal,Issue-Task,Area-SettingsUI

> _Hmm._ I think it would be better to handle this in the viewmodel. Right now a reader needs to keep in their head that the setting is displayed if there's a Dark color scheme, but then it just _edits_ `CurrentColorScheme`. What does that mean?
> 
> IMO, "Has Dark" and "Edit Both" should be hidden as implementation details inside the VM.
> 

_Originally posted by @DHowett in https://github.com/microsoft/terminal/pull/14064#discussion_r1023275324_
Repository: godot
Issue: Actions bound to mouse wheel up/down not being picked up from Input
Labels: bug,confirmed,topic:input

### Godot version

v4.0.beta6.official [7f8ecffa5]

### System information

Windows 10, Nvidia GTX 1070

### Issue description

When setting up actions with mouse wheel up/down bound to it, I'm not able to get the action pressed value from the Input class when moving the wheel.
I've tried different Input methods with the same result (is_action_pressed, is_action_just_pressed and get_axis)
I've also attempted to add other keyboard buttons to the same action and that has worked properly

### Steps to reproduce

1. On any project, create a new action bound to Mouse Wheel Up or Mouse Wheel Down
2. Add `print(Input.is_action_pressed("your_action"))` to any running script
3. Run the project and attempt to move the mouse wheel

![image](https://user-images.githubusercontent.com/14203988/205137651-10078158-6152-4338-857f-d12a468aaf65.png)
![image](https://user-images.githubusercontent.com/14203988/205138133-0ea2c015-681d-4bc1-a692-8d67a8b7ba79.png)
![image](https://user-images.githubusercontent.com/14203988/205138170-f1c547da-566c-4e16-b866-fa4ba5f46b99.png)

### Minimal reproduction project

N/A
Repository: next.js
Issue: `_error.tsx` runs `getInitialProps` twice, swallowing the initial error
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Mon Aug 22 20:17:10 PDT 2022; root:xnu-8020.140.49~2/RELEASE_X86_64
    Binaries:
      Node: 16.17.1
      npm: 8.15.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 12.3.4
      eslint-config-next: N/A
      react: 17.0.2
      react-dom: 17.0.2

### Which area(s) of Next.js are affected? (leave empty if unsure)

Data fetching (gS(S)P, getInitialProps)

### Link to reproduction - Issues with a link to complete (but minimal) reproduction code will be addressed faster

https://codesandbox.io/s/clever-mahavira-9yr8bk?file=/pages/_error.tsx

### To Reproduce

In any page
1. Throw a custom error from `getServerSideProps`

In `_error.tsx`
1. Render the status code to the page
2. Parse the custom error (from the section above) in `getInitialProps`
3. Log the status code from within `getInitialProps`

In a terminal and browser
1. Run the production build and start the server
2. Load the page that throws the error
3. Look in the terminal at the status code
4. Look in the browser at the status code

_Note: In the reproduction, all you should need to do is load the home page_

### Describe the Bug

When attempting to use custom error handling, the `getInitialProps` function from `_error.tsx` runs both on the server and on the client.  In the server, it has full access to the custom error details, but when the component renders in the browser it just gets a 500 error no matter what, swallowing the custom error.

### Expected Behavior

When the error component renders in the browser, it should present the error that actually caused the page to render

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: rust
Issue: Multiple incompatible clashing extern fn's should be a hard error (potentially phased in via future-incompat)
Labels: A-lints,A-FFI,T-compiler,C-future-incompatibility,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

(Many thanks to @celinval for alerting me to the existence of this issue.)

I tried this code ([playpen](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=5e85b3be710d8d1383fa313e6b1e832b)):

```rust
pub mod a {
    use std::ffi::c_int;
    extern "C" { fn isalpha(_: c_int) -> c_int; }
    pub fn wrap(x: c_int) -> c_int { unsafe { isalpha(x) } }
}

pub mod b {
    use std::ffi::c_int;
    extern "C" { fn isalpha(_: c_int, _: c_int) -> c_int; }
    pub fn wrap(x: c_int, y: c_int) -> c_int { unsafe { isalpha(x, y) } }
}

fn main() {
    dbg!(a::wrap(10));
    dbg!(b::wrap(10, 20));
}
```

I expected to see this happen: code should be rejected as obviously wrong, since within the same codegen unit, it is using two incompatible declarations for the same external foreign function.

Instead, this happened: the code is accepted by the compiler with just a warning: 

```
warning: `isalpha` redeclared with a different signature
 --> src/main.rs:9:18
  |
3 |     extern "C" { fn isalpha(_: c_int) -> c_int; }
  |                  ------------------------------ `isalpha` previously declared here
...
9 |     extern "C" { fn isalpha(_: c_int, _: c_int) -> c_int; }
  |                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ this signature doesn't match the previous declaration
  |
  = note: `#[warn(clashing_extern_declarations)]` on by default
  = note: expected `unsafe extern "C" fn(i32) -> i32`
             found `unsafe extern "C" fn(i32, i32) -> i32`
```

This lint was added in PR #70946; there was an attempt, in PR #75192, to make the lint deny-by-default, but that attempt was abandoned (see associated [comment explaining why that was abandoned](https://github.com/rust-lang/rust/pull/75192#issuecomment-684921235)). 

Its important to note in particular that in the case of these clashing declarations, you can see in the generated LLVM-IR that there is truly **only one** declaration chosen, and the order in which one feeds the `mod a` and `mod b` above will dictate which extern fn declaration is selected by LLVM.

(Its possible that we may need a more precise variant of the existing `clashing_extern_declarations` lint that more precisely identifies the problematic cases.)

I personally suspect that this error represents enough of a red flag that we really should be aiming to turn the existing lint into a hard-error, even if only over an edition boundary for the language.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

rustc --version --verbose:

Stable channel

Build using the Stable version: 1.65.0


Nightly channel

Build using the Nightly version: 1.67.0-nightly (2022-11-30 c97b539e408ea353f4fd)
Repository: godot
Issue: CameraAttributesPhysical DOF Blur is noisy and low quality vs CameraAttributesPractical
Labels: bug,topic:rendering,topic:3d

### Godot version

Godot 4 Beta 6

### System information

Windows 11/64, RTX 3070, Vulkan

### Issue description

Watch for bands of noise in the grass. First is the Practical Camera, which is fairly noise free. Then comes the Physical Camera, with the two configured at the closest blur level possible. The latter is quite noisy with certain configurations as in the MRP. Both have project settings at hexagon/fast, anisotropic filtering 4x on the ground (neither 0 nor 16 fixes it), no AA, Jitter does nothing.

https://user-images.githubusercontent.com/632766/205139027-6a345335-af4f-42a6-adfd-bc608e4e51dd.mp4

When boosting the practical camera to 0.1, there is a little noise in the transition zones.

The blur amounts are hard to work with. On the practical camera, 0.02 is the lowest that can really be used. 0.01 does little, and 0.015 gets rounded to 0.02. The weakest for the Practical Camera is slightly stronger than the strongest that the Physical Camera can do, with the maximum possible settings (0.5 f/stop on a 60mm lens - a 200-300mm lens is impractical for gameplay), and there's still barely any blur. 

It's unknown whether higher quality blurs will fix the issues since the various blur levels are inaccurate #69460.

It would be great if these were addressed:
* Noise bands on the ground filtered out of the Physical camera, and the Practical Camera transition zone (change blur amount to 0.1+)
* Physical camera needs a manual DOF blur amount boost, like it has for energy
* Practical camera needs a more usable lower end (below 0.02) maybe just more precision in the editor?
* DOF blur levels #69460 fixed so we can use higher levels and see if they fix the above or further work is needed.

@clayjohn 

### Steps to reproduce

Open the MRP and walk around. Watch the grass for noise especially. Also review the trees and tree shadows. Observe under the various F1, F2, F3 modes.


### Minimal reproduction project

[test_blur_world.zip](https://github.com/godotengine/godot/files/10135527/test_blur_world.zip)
Repository: flutter
Issue: Turn on `objc-nsinvocation-argument-lifetime` clang-tidy warning in engine
Labels: team,engine,P2,team-engine,triaged-engine

`objc-*` clang-tidy warnings were turned on in https://github.com/flutter/engine/pull/37813 but had to exclude `objc-nsinvocation-argument-lifetime` because of OCMock macros.
https://github.com/flutter/engine/blob/303e26e96561d9b76f2344e97a5fc32eb6dfdb9a/.clang-tidy#L11

```
❌ Failures for clang-tidy on /Volumes/Work/s/w/ir/cache/builder/src/flutter/shell/platform/darwin/macos/framework/Source/FlutterChannelKeyResponderTest.mm:
/Volumes/Work/s/w/ir/cache/builder/src/flutter/shell/platform/darwin/macos/framework/Source/FlutterChannelKeyResponderTest.mm:48:33: error: NSInvocation '-getArgument:atIndex:' should only pass pointers to objects with ownership __unsafe_unretained [objc-nsinvocation-argument-lifetime,-warnings-as-errors]
        [invocation getArgument:&message atIndex:2];
                                ^
../../third_party/ocmock/Source/OCMock/OCMStubRecorder.h:55:30: note: expanded from macro 'andDo'
#define andDo(aBlock) _andDo(aBlock)
```
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8796856828802754401/+/u/test:_lint_host_debug/stdout

Suppress the warnings in these places, and turn the clang-tidy check back on.
Repository: rust
Issue: FP unused_mut: macro
Labels: A-diagnostics,T-compiler,D-invalid-suggestion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: <!-- Please provide a link to play.rust-lang.org -->

```rust
macro_rules! foo {
    ($($a:ident)? ; $num:expr) => { {
        let mut x = 0;

        $(
            x += $a;
         )?

        assert_eq!(x, $num);
    } }
}

pub fn main() {
    let a = 1;

    // accept 0 or 1 repetitions
    foo!( ; 0);
    foo!(a ; 1);
}
```

The current output is:

```
warning: variable does not need to be mutable
  --> src/main.rs:3:13
   |
3  |         let mut x = 0;
   |             ----^
   |             |
   |             help: remove this `mut`
...
17 |     foo!( ; 0);
   |     ---------- in this macro invocation
   |
```

`cargo fix` should perhaps not cross macro boundaries? 
It will remove the mut inside the macro and the code will no longer work
````
The following errors were reported:
error[E0384]: cannot assign twice to immutable variable `x`
  --> src/main.rs:6:13
   |
3  |         let x = 0;
   |             -
   |             |
   |             first assignment to `x`
   |             help: consider making this binding mutable: `mut x`
...
6  |             x += $a;
   |             ^^^^^^^ cannot assign twice to immutable variable
...
18 |     foo!(a ; 1);
   |     ----------- in this macro invocation
   |
   = note: this error originates in the macro `foo` (in Nightly builds, run with -Z macro-backtrace for more info)

error: aborting due to previous error

For more information about this error, try `rustc --explain E0384`.
Original diagnostics will follow.
````
Repository: vscode
Issue: Allow static contribution of status bar items
Labels: feature-request,api,under-discussion,on-testplan,workbench-status,api-proposal

## Problem
The LiveShare extension is currently `*` activated. I believe the main reason for this is so they can contribute a `Live Share` button in the status bar

<img width="491" alt="Screenshot 2022-12-01 at 11 53 14 AM" src="https://user-images.githubusercontent.com/12821956/205146848-173d1c4f-1cde-4c25-b087-0669df058d00.png">

This is currently only possible to do in code

## Proposal
Add a new contribution point that lets extensions contribute a static item (potentially with a `when` clause) to the status bar. Clicking on this item should trigger a command, which can then activate the full extension
 

/cc @isidorn  @bamurtaugh  @jramsay @joyceerhl
Repository: godot
Issue: DOF Blur amount/distance varies between quality levels
Labels: bug,topic:rendering,topic:3d

### Godot version

Godot 4 beta 6

### System information

Windows 11/64, RTX 3070, Vulkan

### Issue description

Separated from https://github.com/godotengine/godot/issues/65116 

### CameraAttributesPhysical 

Blur amount varies between quality levels.

* Hexagon/Low is pretty accurate based on testing w/ dof calculator. OK - reference level
* Hexagon/Very low is the same as low. OK
* Hexagon/Medium is about 1/4-1/2 the blur it should be
* Hexagon/High is the same as medium, 1/4-1/2 too weak.
* Box is the same as Hexagon, and an equivalent level. Half broken.
* Circle/Low-High are consistent with themselves, however the blur amount is 1/4-1/2 as weak as Box/Hexagon Low
* Circle/Very Low is a bit weaker than the other Circle levels

Because the higher levels are broken, I can't test whether they are accurate, or exhibit the same issue as the practical camera below.

### CameraAttributesPractical

There is also a negative impact on practical camera attributes. It appears the blur strength matches between Hexagon vlow/low, and med/high (compare far background trees below). However the focus zone is bigger on med/high than on vlow/low. That is the far plane is farther and the near is closer.

hex / vlow / practical camera

![image](https://user-images.githubusercontent.com/632766/205151297-bc7dc061-dae0-4207-bdf2-11eb6a79bb46.png)

hex / high / practical

![image](https://user-images.githubusercontent.com/632766/205151330-c36e6723-7095-47a3-8c25-b55da01a508b.png)


Hex changes match the physical camera, (low == vlow) != (med == high). So it's probable that box and circle match physical as well.

@clayjohn 

### Steps to reproduce

Change project settings blur type and quality in the various MRPs.

### Minimal reproduction project

See the MRP in https://github.com/godotengine/godot/issues/69458

And this one shown in the pictures
[test_blur_world.zip](https://github.com/godotengine/godot/files/10135964/test_blur_world.zip)
Repository: opencv
Issue: Subdiv2D Insert Numerical Issue
Labels: bug,category: imgproc

### System Information

OpenCV 4.6.0
Python 3.8.15

### Detailed description

Inserting the points given below results in an
`error: (-201:Incorrect size of input array)  in function 'insert'`

The `locate` method is returning `PTLOC_ERROR`
I believe this is a numerical precision issue and the input should be handled without error.

https://github.com/opencv/opencv/blame/8b4fa2605e1155bbef0d906bb1f272ec06d7796e/modules/imgproc/src/subdivision2d.cpp#L419

https://github.com/opencv/opencv/blame/8b4fa2605e1155bbef0d906bb1f272ec06d7796e/modules/imgproc/src/subdivision2d.cpp#L276


### Steps to reproduce


```python
import cv2
import numpy as np
import matplotlib.pyplot as plt
  
rect = (-5, -5, 10, 10)
subdiv = cv2.Subdiv2D(rect);

points = [
  (-1.18061450447522,2.22044604925031E-16),
  (0.199999999989984,1.38061450446519),
  (1.58061450445518,-2.22044604925031E-16),
  (-1.08061450447519,1.11022302462516E-16),
  (0.199999999989984,-1.28061450446519),
  (0.199999999989984,1.28061450446519),
  (1.48061450445516,-1.11022302462516E-16),
  (-1.18061450447522,0),
  (1.48061450445516,0),
  (-0.440307252242633,1.10904469332167),
];

(x, y) = np.reshape(points, (2, -1))
plt.scatter(x, y)
plt.scatter(x[-1], y[-1])
plt.show()

subdiv.insert(points)
```
Removing any point from the list will run correctly.

![image](https://user-images.githubusercontent.com/4276762/205152058-781b18e9-1249-4998-856f-b8e07cc879b2.png)


### 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: opencv
Issue: avc1 cap_ffmpeg_impl.hpp (3002) open VIDEOIO/FFMPEG: Failed to initialize VideoWriter
Labels: duplicate,question (invalid tracker),category: videoio

### System Information

cv2 version 4.6
windows 10 pro
python 3.10.8 64bit


### Detailed description

[libopenh264 @ 00000244d260ecc0] Incorrect library version loaded
[ERROR:0@826.008] global /build/opencv/modules/videoio/src/cap_ffmpeg_impl.hpp (2985) open Could not open codec libopenh264, error: Unspecified error (-22)        
[ERROR:0@826.008] global /build/opencv/modules/videoio/src/cap_ffmpeg_impl.hpp (3002) open VIDEOIO/FFMPEG: Failed to initialize VideoWriter

### Steps to reproduce

update to latest nvidia studio driver (maybe this is related as it only happened after installing)

526.98-desktop-win10-win11-64bit-international-nsd-dch-whql

try and open a video writer:

```
codec = 'avc1'
format = cv.VideoWriter_fourcc(*codec)
```

### 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: stable-diffusion-webui
Issue: [Feature Request]: Support for Apple's Core ML Stable Diffusion
Labels: enhancement,platform:mac

### 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 ?

https://github.com/apple/ml-stable-diffusion

Apple very recently added support to convert Stable Diffusion models to the CoreML format to allow for faster generation time. 

1. It would be nice to support this conversion pipeline within the web UI, perhaps as an option in an extras tab or checkpoint merger (its not really a merge per say, but it could apply?)
2. Allow the webUI to run the coreML models instead of the regular SD pytorch models. 

### Proposed workflow

1. Go to the extras tab or checkpoint merger tab
2. Select a script or similar to convert a .ckpt file in your models directory to the coreML format
3. Allow use of the coreML model within the webUI for Apple users.


### Additional information

_No response_
Repository: excalidraw
Issue: Feature Request: Allow code snippets
Labels: enhancement,discussion

This is something that FigJam has that is pretty nice

<img width="281" alt="Screen Shot 2022-12-01 at 12 58 26 PM" src="https://user-images.githubusercontent.com/2933593/205158159-eb5f3dc4-3cc3-4496-a3ad-b5c89a6aacb9.png">
Repository: godot
Issue: OpenGL: 2D MSAA antialiasing is not reimplemented yet (3D available since 4.3.dev1)
Labels: topic:rendering,regression

### Godot version

4.0.beta7

### System information

Fedora 36, GL Compatibility, AMD Radeon RX 6900 XT

### Issue description

MSAA is missing in both 2D and 3D rendering in the OpenGL renderer. In comparison, Godot 3.x's GLES3 renderer supports MSAA in 3D.

See also https://github.com/godotengine/godot/pull/63003, which had MSAA reimplemented in OpenGL at some point. It was scrapped in the final version of the PR though.

### Steps to reproduce

- Enable 2D and 3D MSAA in the advanced project settings.
- Run the project.

### Minimal reproduction project

[demo.zip](https://github.com/godotengine/godot/files/10136193/demo.zip)