sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: _mouse_enter not being called in Area2D after leaving and re-entering window with mouse down on macOS
Labels: bug,platform:macos,topic:input

### Godot version

4.1.2

### System information

Godot v4.1.2.stable - macOS 12.6.3 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

On macOS, if you leave the game window, re-enter it, and enter an Area2D all while holding down the left mouse button, the `_mouse_enter` function for that Area2D does not get called like it should. Releasing the mouse button while in the area does not fix it, but moving the mouse pointer afterward does call it. This is not an issue on the Windows or Linux builds of the engine. I also tested this on the latest 4.2 beta (4.2 Beta 4) and the issue is still present on that macOS build.

### Steps to reproduce

I've attached an example project. When the mouse enters the sprite, it should disappear. Likewise when the mouse exits the sprite it should reappear. To reproduce this issue, do the following.

1. Open and run the example project
2. Start pressing the left mouse button inside the game window
3. Leave and re-enter the window with the mouse
4. Hover over the sprite, while still holding down the left mouse button. The icon will not disappear like it should.

### Minimal reproduction project

[mouse_enter_test.zip](https://github.com/godotengine/godot/files/13233070/mouse_enter_test.zip)
Repository: vscode
Issue: Git - action button and modal dialogs have localization bugs
Labels: bug,git

In the following dialog the buttons are localized but the modal text is not
![image](https://github.com/microsoft/vscode/assets/30305945/cf51d6fb-a96c-45ff-8c5d-9a21ec20ea3c)

In the following I would expect the spinning codicon to be at the start of the text, and I would expect `(push)` to be localized
![image](https://github.com/microsoft/vscode/assets/30305945/4a87688e-fc60-4712-8c39-848f2c105a36)
Repository: PowerToys
Issue: Allow users to bind keys without Ctrl, Alt, Shift or Windows Key
Labels: Idea-Enhancement,Product-Keyboard Shortcut Manager,Needs-Triage

### Description of the new feature / enhancement

Enable users to bind any single key (or at least, just Hardware Media Keys, since they are easily toggleable in apps) in their keyboard, including extra ones that are added on top of the current keyboard.

### Scenario when this would be used?

Currently, I've disabled Hardware Media Keys for basically every app that uses it because:
1) I don't use them
2) I put them as Keybinds for other apps, example being [ClipboardFusion Pro](https://www.clipboardfusion.com/) 
(I use "Next Track" to open Clipboard History which helps me a lot with Discord Moderation)
3) Convenient key placement 
4) Easy-to-remember

### Supporting information

I only have a personal experience, but I believe It could help other users as well.
Repository: godot
Issue: PackedByteArray decode issue
Labels: topic:core,needs testing

### Godot version

4.1.2

### System information

Windows 10

### Issue description

when this 
```
[71, 69, 84, 32, 47, 32, 72, 84, 84, 80, 47, 49, 46, 49, 13, 10, 72, 111, 115, 116, 58, 32, 49, 55, 50, 46, 49, 48, 52, 46, 50, 53, 49, 46, 50, 49, 49, 58, 57, 48, 56, 48, 13, 10, 85, 112, 103, 114, 97, 100, 101, 58, 32, 119, 101, 98, 115, 111, 99, 107, 101, 116, 13, 10, 67, 111, 110, 110, 101, 99, 116, 105, 111, 110, 58, 32, 85, 112, 103, 114, 97, 100, 101, 13, 10, 83, 101, 99, 45, 87, 101, 98, 83, 111, 99, 107, 101, 116, 45, 75, 101, 121, 58, 32, 48, 55, 57, 67, 113, 122, 72, 113, 102, 72, 66, 118, 79, 87, 47, 104, 118, 110, 119, 51, 86, 119, 61, 61, 13, 10, 83, 101, 99, 45, 87, 101, 98, 83, 111, 99, 107, 101, 116, 45, 86, 101, 114, 115, 105, 111, 110, 58, 32, 49, 51, 13, 10, 13, 10]
```

is given to bytes_to_var i get this
```
ERROR: Condition "(type & 0xFF) >= Variant::VARIANT_MAX" is true. Returning: ERR_INVALID_DATA
   at: decode_variant (core/io/marshalls.cpp:106)
```

and when this is nested in an array like this 
```
[[71, 69, 84, 32, 47, 32, 72, 84, 84, 80, 47, 49, 46, 49, 13, 10, 72, 111, 115, 116, 58, 32, 49, 55, 50, 46, 49, 48, 52, 46, 50, 53, 49, 46, 50, 49, 49, 58, 57, 48, 56, 48, 13, 10, 85, 112, 103, 114, 97, 100, 101, 58, 32, 119, 101, 98, 115, 111, 99, 107, 101, 116, 13, 10, 67, 111, 110, 110, 101, 99, 116, 105, 111, 110, 58, 32, 85, 112, 103, 114, 97, 100, 101, 13, 10, 83, 101, 99, 45, 87, 101, 98, 83, 111, 99, 107, 101, 116, 45, 75, 101, 121, 58, 32, 48, 55, 57, 67, 113, 122, 72, 113, 102, 72, 66, 118, 79, 87, 47, 104, 118, 110, 119, 51, 86, 119, 61, 61, 13, 10, 83, 101, 99, 45, 87, 101, 98, 83, 111, 99, 107, 101, 116, 45, 86, 101, 114, 115, 105, 111, 110, 58, 32, 49, 51, 13, 10, 13, 10]]
``` 
i get

```
ERROR: Condition "len < 4" is true. Returning: ERR_INVALID_DATA
   at: decode_variant (core/io/marshalls.cpp:102)
```
don't know what to do

### Steps to reproduce

```
bytes_to_var([1, 2, 3, ...])
ERROR: Condition "(type & 0xFF) >= Variant::VARIANT_MAX" is true
bytes_to_var([[1, 2, 3, ...]])
ERROR: Condition "len < 4" is true

[edit] ~~an array with 3 elem max will lead to len < 4 error. 3+ is VARIANT_MAX error.~~ that's so random
```

### Minimal reproduction project

N/A
Repository: pytorch
Issue: when huawei NPU
Labels: triaged,module: backend

### 🚀 The feature, motivation and pitch

When can Huawei Shengteng series chips directly use torch instead of junk torch_npu

### Alternatives

_No response_

### Additional context

_No response_

cc @bdhirsh
Repository: godot
Issue: Whole browser crash in Firefox on Linux after page is refreshed one or more times 
Labels: platform:web,topic:porting,needs testing

### Godot version

4.1.1-stable

### System information

Godot v4.1.1.stable - Ubuntu 22.04.3 LTS 22.04 - Vulkan (Forward+) - integrated Intel(R) UHD Graphics 630 (CFL GT2) () - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

When trying to make a minimal test project for debugging macos webgl shader compiling I ran into a whole-browser crash on firefox on linux. This crash seems to happen after the page is refreshed a few times and then left alone for a few seconds. In my testing I could not get it to trigger without refreshing the page at least once.

### Steps to reproduce

Run the project in a web browser, either via the built in Remote Debug button or via a third party host script like the `serve.py` script provided in the docs.

Load one of the 3d scenes, refresh the page, load a 3d scene again, after a few times and waiting the entire browser crashes.

### Minimal reproduction project

[web_crash_test.zip](https://github.com/godotengine/godot/files/13234108/web_crash_test.zip)
Repository: go
Issue: x/net/http2: TestServerMaxHandlerGoroutines failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "golang.org/x/net/http2" && test == "TestServerMaxHandlerGoroutines"
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/ec58563a617c26ef71a6ea23388e4f97fa9fe7aa)):

    --- FAIL: TestServerMaxHandlerGoroutines (1.61s)
        http2_test.go:67: 2023/11/01 17:49:02 http2: server connection error from 127.0.0.1:23900: connection error: ENHANCE_YOUR_CALM
        server_test.go:363: Error writing HEADERS: write tcp 127.0.0.1:23900->127.0.0.1:23899: write: broken pipe
        server_test.go:265: Framer write log:
            2023-11-01 17:49:01.318808001 Framer 0x29658100: wrote SETTINGS len=0
            2023-11-01 17:49:01.323699749 Framer 0x29658100: wrote SETTINGS flags=ACK len=0
            2023-11-01 17:49:01.328010973 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=1 len=16
            2023-11-01 17:49:01.343804037 Framer 0x29658100: wrote RST_STREAM stream=1 len=4 ErrCode=CANCEL
            2023-11-01 17:49:01.35445884 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=3 len=4
            2023-11-01 17:49:01.360833149 Framer 0x29658100: wrote RST_STREAM stream=3 len=4 ErrCode=CANCEL
    ...
            2023-11-01 17:49:02.504166676 Framer 0x29658100: wrote RST_STREAM stream=103 len=4 ErrCode=CANCEL
            2023-11-01 17:49:02.508353315 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=105 len=4
            2023-11-01 17:49:02.513762515 Framer 0x29658100: wrote RST_STREAM stream=105 len=4 ErrCode=CANCEL
            2023-11-01 17:49:02.517185921 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=107 len=4
            2023-11-01 17:49:02.522444181 Framer 0x29658100: wrote RST_STREAM stream=107 len=4 ErrCode=CANCEL
            2023-11-01 17:49:02.578611862 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=109 len=4
            2023-11-01 17:49:02.586057167 Framer 0x29658100: wrote RST_STREAM stream=109 len=4 ErrCode=CANCEL
            2023-11-01 17:49:02.625205683 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=111 len=4
            2023-11-01 17:49:02.626243502 Framer 0x29658100: wrote RST_STREAM stream=111 len=4 ErrCode=CANCEL
            2023-11-01 17:49:02.626746838 Framer 0x29658100: wrote HEADERS flags=END_STREAM|END_HEADERS stream=113 len=4


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: PowerToys
Issue: Moust Without Borders does not work under same school wifi
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.75.1

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Mouse Without Borders does not work under same school wifi, I assumed that means does work under public wifi, even though for both deviced I changed the profiles type of the school wifi as personal wifi. 

### ✔️ Expected Behavior

The mouse and keyboard are both works well for two connected devices. 

### ❌ Actual Behavior

The mouse and keyboard cannot move to or control another device 

### Other Software

_No response_
Repository: ant-design
Issue: How to customize the popup size of DatePicker.RangePicker relative to ViewPort size
Labels: Inactive,unconfirmed

### What problem does this feature solve?

I want to integrate Antd to build a customized Power BI visual. In PowerBI, there each visual/dashboard has it own Viewport. Currently the popup of DatePicker is not responsive to Viewport size (notice the right-hand popup calender is cutoff from the 1st viewport). Any approach to solve this?
I'm quite new so really appreciate details example though....

![issue](https://github.com/ant-design/ant-design/assets/43247670/7851dcbd-6031-4ed9-b228-1dd83b426e0a)


### What does the proposed API look like?

```js
import * as React from 'react';
import { DatePicker} from 'antd';

const newPopupSize= ....;
const myUI = () => {    
    return (
        <RangePicker popupSize={newPopupSize} ></RangePicker>
    );
}
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Error reported after tile map tiles are rotated
Labels: bug,topic:editor,topic:2d

### Godot version

4.2-dev6

### System information

Godot v4.2.dev6.mono - Windows 10.0.23570 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (NVIDIA; 31.0.15.5009) - 12th Gen Intel(R) Core(TM) i5-12490F (12 Threads)

### Issue description

Create a tile map, add a tile, and press the shortcut keys z/x/c to rotate and place it. Console output after selecting again
No cached tile coordinate rectangle: (x, y)
Use in code
get_cell_tile_data method, the obtained attributes flip_h/ flip_v are all false

### Steps to reproduce

1. Create a new tilemap node
2. Create a new tileset resource and add png images
3. Add a tile to the tilemap that can be flipped using the z/x/c shortcut keys.
4. Select the tile again and the console will output the error

### Minimal reproduction project

[tile_map.zip](https://github.com/godotengine/godot/files/13235588/tile_map.zip)
Repository: opencv
Issue: Levenberg-Marquardt API Custom Step Function
Labels: feature

### Describe the feature and motivation

User should be able to design the custom step/plus function for Lie Algebra and local parameterization. 

### Additional context

_No response_
Repository: PowerToys
Issue: Using mouse scroller click (middle click) to switch applications that are on top of each others
Labels: Needs-Triage

### Description of the new feature / enhancement

This feature I suggest is the same feature that you can find in the software AquaSnap. You can see it in action here: https://youtu.be/bOVOEebpiWc?si=k27Gd3iL7EeVojhe&t=76

You can use the middle click of the mouse to switch between applications that are stacked on top of each others

### Scenario when this would be used?

It's really helpfufl when you have multiple applications and not enouch screen space for each. So you can stack some applications on the same place and then switching between them with a click. 
It's not the same with alt + tab because alt + tab take in consideration all the applications that you have opened on a desktop. 
For example I have multiple monitors and I want to switch the applications on my left monitor. If I try with alt + tab I need to go over all my opened application unitl I found the one desired that was behind the one of the left monitor. With this feature with a simple click I can switch only the right application.

I have AquaSnap and I use this feature all time

### Supporting information

https://youtu.be/bOVOEebpiWc?si=k27Gd3iL7EeVojhe&t=76
Repository: terminal
Issue: Cursor position is wrong after exiting vim
Labels: Area-Output,Issue-Bug,Product-Terminal,Priority-2

### Windows Terminal version

1.18.2822.0

### Windows build number

10.0.22631.0

### Other Software

vim 9.0.2081 (installed via scoop)
Power Shell 7.3.9

### Steps to reproduce

1. Make sure your monitor can display >60 lines in Windows Terminal.
2. Move cursor to the end of the monitor by entering `Enter` :)
3. `vim -u NONE test.txt` to open vim then exit.


https://github.com/microsoft/terminal/assets/16728230/0e5f2549-4caf-458c-a0f4-59c72fe617d5

It can't be reproduced if I use pwsh7 directly (without Windows Terminal), so maybe it's a problem of Windows Terminal?

### Expected Behavior

After exiting vim, the cursor should be at the last line of the monitor.

### Actual Behavior

After exiting vim, the cursor is in the middle of the monitor (~60th line). And `cls` will not clear the bottom half of the monitor.
Repository: ant-design
Issue: set Anchor targetOffset props according to link items
Labels: Inactive,unconfirmed

### What problem does this feature solve?

currently anchor component has a targetOffset props, which alters the scroll offset of the anchor links. but most of our cases, every anchor link has a different scrolling offset. is there any way that the targetOffset property can be set through Anchor.Link items?

### What does the proposed API look like?

Anchor.Link props: 
```diff
type AnchorLinkBaseProps = {
    prefixCls?: string;
    href: string;
    target?: string;
    title: React.ReactNode;
    className?: string;
    replace?: boolean;
+   targetOffset?: number
}
```

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: deno
Issue: Deno destroys our npm private registry by making too many requests at the same time
Labels: node compat

Hi Team,

We have migrated one of our front on Deno + vite + lit, it works like a charm, thanks.

We use a private npm registry (verdaccio 5.x).

When we launch Deno run, all npm dependencies are fetched and our registry explode randomly (CPU 100% then it crashes).
We have tried to use a big instance (8 CPU) it better but not perfect (sometimes crash too)...
**When we disable HTTP2 on our load balancer all is ok...**

Not sure that is a Deno issue but it seems Deno request all dependencies too quickly and too hardly on our registry.

**There is a way to slow down the speed at which Deno requests its dependencies?**


The error:
```
Caused by:
    Error getting response at https://OUR-REGISTRY-URL/finalhandler for package "finalhandler": error sending request for url (https://OUR-REGISTRY-URL/finalhandler): http2 error: stream error received: refused stream before processing any application logic: http2 error: stream error received: refused stream before processing any application logic: stream error received: refused stream before processing any application logic
Repository: pytorch
Issue: Wrong with code_coverage/readme.md
Labels: module: docs,triaged

### 📚 The doc issue

[pytorch/tools/code_coverage.Readme.md](https://github.com/pytorch/pytorch/tree/main/tools/code_coverage#readme)
`python oss_coverage.py --run-only=moco_cov.py --interest-only aten/src/Aten c10/core`
should be 
`python oss_coverage.py --run-only=moco_cov.py --interest-only aten/src/ATen c10/core`
Otherwise, it will ignore `aten/src/ATen`.
`aten/src/Aten` is in `build/` which ignores in your code.

### Suggest a potential alternative/fix

_No response_

cc @svekars @carljparker
Repository: pytorch
Issue: Quantized model's size gets doubled on optimizing and saving it for mobile
Labels: oncall: quantization,triaged,oncall: mobile

### 🐛 Describe the bug

I am trying to save resnet quantized model for mobile. Original model is around 110 MB and quantized model is around 26 MB. After optimizing it for mobile, when I save this model using `_save_for_lite_interpreter`, it's size gets doubled to around 52 MB.
This issue is not model specific or system specific, I have checked for all pretrained resnet models present in torchvision and multiple devices.

> This is the sample code to reproduce the bug
```
import torch
import torchvision
from torch.utils.mobile_optimizer import optimize_for_mobile
from torchvision.models.quantization.resnet import ResNet50_QuantizedWeights

model = torchvision.models.quantization.resnet50(
        weights = ResNet50_QuantizedWeights,
        quantize = True,
)
model.eval()

scripted_module = torch.jit.script(model)

# Export full jit version model (not compatible mobile interpreter), leave it here for comparison
scripted_module.save("resnet_scripted.pt")

# Export mobile interpreter version model (compatible with mobile interpreter)
optimized_scripted_module = optimize_for_mobile(scripted_module)
optimized_scripted_module._save_for_lite_interpreter("resnet_scripted.ptl")
```

> These are the sizes of saved models
```
resnet_scripted.pt : 26.15 MB
resnet_scripted.ptl : 52.15 MB
```

Size of the model gets doubled after saving it in `_save_for_lite_interpreter`. What is the reason for this and how can we save it without any increase in model size?

### Versions

```
Probably all versions
I have tested on all versions for torch > 1.11
```

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: transformers
Issue: Infomer with different output_size
Labels: Feature request

### Feature request

The Infomer transformers seems to perform well on time series multivariate forecasting also in my application, however, it would be nice to have the option to have an `output_size` for the features different from the `input_size`.

### Motivation

The reasons is that for the multivariate forecasting problem i am considering it would make sense to focus the predictions only on the variables/features of interest.

### Your contribution

I will be happy to work and contribute what I can. I have inspected the code -- I am using InfomerforPrediction -- but it i snot immediately obvious to me where to insert the last fully connected layer for the reduction. If somebody can give some guidance, i will be happy to try it...
Repository: electron
Issue: [Feature Request]: Allow separately setting the appName value for keychain access 
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Right now, access to the keychain using `safeStorage` is tied to the `appName` specified at startup: https://github.com/electron/electron/blob/089eb34e8dbe9f74867e13ee914188379543873e/shell/browser/electron_browser_main_parts.cc#L522-L543

This makes changing the `appName` between product versions a change with significant user impact.

### Proposed Solution

Having a separate API to set an override `appName` only for keychain/safeStorage purposes would be great. This could just be another method parallel to `app.setName()` that also needs to be called early during startup.

### Alternatives Considered

Accept the limitation of `safeStorage` being locked in per-`appName`.

### Additional Information

We'd potentially be up for contributing this as a feature ourselves, if the proposed solution sounds good enough.
Repository: godot
Issue: OBJ import has broken smooth normals on certain files since 4.0.beta16
Labels: bug,topic:import,topic:3d

- *Related to https://github.com/godotengine/godot/issues/38854.*

### Godot version

4.0.beta16, 4.1.2.stable, 4.2.beta 6afd32098

### System information

Fedora 38, GeForce RTX 4090 (NVIDIA 535.113.01)

### Issue description

OBJ import has broken normals on certain files in 4.0.beta16 and any later version, but 4.0.beta15 and earlier are not affected by this issue. Notice how certain parts of the scene are overly smoothed out:

OBJ 4.0.beta15 | OBJ 4.0.beta16 and later | glTF import | Blender OBJ import
-|-|-|-
![Screenshot_20231102_120740](https://github.com/godotengine/godot/assets/180032/7f21ef74-6de6-43dd-ad6e-41586c126a20) | ![Screenshot_20231102_115918](https://github.com/godotengine/godot/assets/180032/5ca7df63-23f9-4730-b5a8-1f36e5611311) | ![Screenshot_20231102_120520](https://github.com/godotengine/godot/assets/180032/a50740e9-e34c-4725-bf3f-903a00306950) | ![Screenshot_20231102_114434](https://github.com/godotengine/godot/assets/180032/8610f7f4-5255-43ce-ae3c-5a5e117627e4)

In comparison, glTF import in Godot or OBJ import in Blender restitutes normals correctly (the source file is 100% flat-shaded).

This occurs regardless of the import mode chosen (Mesh or OBJ as Scene), and regardless of whether scaling options are used at import.

PS: Why is the OBJ import being smoothed out automatically anyway (even in 4.0.beta15 where it usually looks good enough)? I'd expect this to be something you have to explicitly opt into (along with a max angle setting). Disabling **Generate Tangents** and **Optimize Mesh** doesn't affect this.

### Steps to reproduce

- Import a 3D OBJ file as a mesh or scene.
- For comparison purposes, import this OBJ file in Blender (using either the standard or legacy importer[^1]) then export it as glTF. Import that glTF scene in Godot.

[^1]: I used the legacy importer in my tests, but the results should generally be identical with the standard importer.

### Minimal reproduction project

[test_obj_gltf_import_normals.zip](https://github.com/godotengine/godot/files/13238152/test_obj_gltf_import_normals.zip)
Open `octavus_obj.tscn` for testing. Make sure to remove `.godot/` after switching Godot versions.