sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: Inference speed on GPU is much slower than that on CPU. 
Labels: bug,optimization,category: dnn,confirmed,Hackathon

##### System information (version)
<!-- Example
- OpenCV => 4.2
- Operating System / Platform => Windows 64 Bit
- Compiler => Visual Studio 2017
-->

- OpenCV => :4.2 and 4.3
- Operating System / Platform => :Windows 10 64 Bit
- Compiler => : VS 2017 and VS 2015
- GPU => : RTX 2080Ti × 2
##### Detailed description

<!-- your description -->
When I test my model using OpenCV DNN modules on CUDA backend and OPENCV backend, I find that the inference speed of my model on GPU is much slower than that on CPU.

And my net is just like a Siamese Network, It has two inputs and four outputs. @YashasSamaga finds that one of inputs may makes the model initialize more than once. There may be some bug in initialization ligic. 




##### Steps to reproduce

<!-- to add code example fence it with triple backticks and optional file extension
    ```.cpp
    // C++ code example
    ```
 or attach as .txt or .zip file
-->




##### Issue submission checklist

 - I report the issue, it's not a question
   <!--
   OpenCV team works with answers.opencv.org, Stack Overflow and other communities
   to discuss problems. Tickets with question without real issue statement will be
   closed.
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 - I checked the problem with documentation, FAQ, open issues,
       answers.opencv.org, Stack Overflow, etc and have not found solution
   <!--
   Places to check:
   * OpenCV documentation: https://docs.opencv.org
   * FAQ page: https://github.com/opencv/opencv/wiki/FAQ
   * OpenCV forum: https://answers.opencv.org
   * OpenCV issue tracker: https://github.com/opencv/opencv/issues?q=is%3Aissue
   * Stack Overflow branch: https://stackoverflow.com/questions/tagged/opencv
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 -  I updated to latest OpenCV version and the issue is still there
   <!--
   master branch for OpenCV 4.x and 3.4 branch for OpenCV 3.x releases.
   OpenCV team supports only latest release for each branch.
   The ticket is closed, if the problem is not reproduced with modern version.
   -->
 - [x] There is reproducer code and related data files: videos, images, onnx, etc
   <!--
   The best reproducer -- test case for OpenCV that we can add to the library.
   Recommendations for media files and binary files:
   * Try to reproduce the issue with images and videos in opencv_extra repository
     to reduce attachment size
   * Use PNG for images, if you report some CV related bug, but not image reader
     issue
   * Attach the image as archite to the ticket, if you report some reader issue.
     Image hosting services compress images and it breaks the repro code.
   * Provide ONNX file for some public model or ONNX file with with random weights,
     if you report ONNX parsing or handling issue. Architecture details diagram
     from netron tool can be very useful too. See https://lutzroeder.github.io/netron/
   -->
code and .pb file.
https://drive.google.com/open?id=1Wsx4JOKvn6Xn2Rr7m0VX2HTXEvUBvWm3
Repository: excalidraw
Issue: Import geographic geometries and or SVGs
Labels: discussion

Hello there, big fan here 👋 .

I was wondering if you would be interested in supporting importing geographic geometry files such as GeoJSON and TopoJSON. I made an experiment and already got it working:

You can see a video [here](https://twitter.com/sorodrigo/status/1264481839466586112?s=20) and the code is available [here](https://github.com/excalidraw/excalidraw/compare/master...sorodrigo:feat/geometry-element?expand=1).

<img width="1301" alt="Screen Shot 2020-05-24 at 11 15 05" src="https://user-images.githubusercontent.com/12124839/82750348-dd8c0480-9daf-11ea-8dec-038fd29e8553.png">

The ux and other details still need to be worked out. There's things where I could use some guidance.

This works by uploading the geometry file and converting it into an SVG path that RoughJS can paint. So maybe it could be splitted into two things: Support SVGs and support geometry files.

**Missing things**
- Detecting the size of the geometry automatically
- Be able to resize it.
- Improve collisions

**Cool things it could have**
- Importing wizard that allows the user to choose the way to convert the geometry: [feature](https://github.com/topojson/topojson-client#feature), [merge](https://github.com/topojson/topojson-client#merge), [mesh](https://github.com/topojson/topojson-client#mesh).
- Ability to choose the projection, currently it uses Equal Earth.
- UI to build a [choropleth](https://en.wikipedia.org/wiki/Choropleth_map) based on geometry file's data 🤯 .
Repository: PowerToys
Issue: [KBM] Mapping ALT GR to ALT doesn't work
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Priority-1

# Environment

```
Windows build number: 10.0.18363.836
PowerToys version: 0.18.1
PowerToy module for which you are reporting the bug (if applicable): Keyboard Manager
```

# Background

ALT GR is a special key that appears on a number of international keyboard layouts, including US-International and UK layout. In Windows, CTRL + ALT is equivalent to ALT GR.

I wish to remap ALT GR so it behaves like regular ALT.

I will use '@' as an example as it is typed by pressing ALT GR + 2 (or CTRL + ALT + 2) on a Norwegian keyboard.

# Steps to reproduce

1. Remap ALT GR to ALT, as shown in the screenshot below.
![image](https://user-images.githubusercontent.com/7281836/82750273-3dce7680-9daf-11ea-93b3-7b57a71ebc80.png)

(The key auto-detect recognizes ALT GR as Alt (Right) so that's what I'm going with here.)

# Expected behavior

ALT GR now behaves as regular ALT.

Example: Pressing ALT GR + 2 on a Norwegian keyboard should **not** yield '@' any more. (You will now have to press CTRL + ALT GR + 2 to get that result, as ALT GR now behaves like regular ALT).

# Actual behavior

Pressing ALT GR + 2 still yields '@' on a Norwegian keyboard. In other word, the ALT GR key still behaves like ALT GR.

Other keyboard mappings do work as expected.

# Additional context

I have in the past successfully used SharpKeys to do the exact same mapping. Here's a screenshot from what it looks like in SharpKeys:
![image](https://user-images.githubusercontent.com/7281836/82750344-d6fd8d00-9daf-11ea-8012-364356007917.png)

Why do I want to map ALT GR to ALT? It facilitates better touch typing and better load distribution between the two hands when typing, as you now have two identical ALT keys on both sides of the keyboard instead of one of each type. The downside is now you have to train yourself to type CTRL+ALT instead to access the special characters formerly accessible with ALT GR.
Repository: godot
Issue: Stack underflow on yielding
Labels: bug,topic:gdscript

**Godot version:**
3.2.1
**OS/device including version:**
Windows 10
**Issue description:**
Stack underflow on yielding
Throws error:
`E 0:00:12.232   _disconnect: Disconnecting nonexistent signal 'checkpoint_reached', slot: 1305:_signal_callback.
  <C++ Error>   Condition "!s->slot_map.has(target)" is true.
  <C++ Source>  core/object.cpp:1522 @ _disconnect()`

I am unsure whether this error occurs because of the stack underflow or causes the stack underflow.

**Steps to reproduce:**
Running the following script attached to a node:
```
extends Spatial

export (Array) var checkpointPaths
export var moveSpeed := 100
onready var tween : Tween = $Tween
onready var rotate : Tween = $Rotate

signal checkpoint_reached
var moveToObjective = null

func _ready():
	print("Ready:", checkpointPaths)
	moveToObjective = move_to_objective()

func move_to_objective():
	var nav = get_node("../")
	for checkpointPath in checkpointPaths:
		var checkpointObject = get_node(checkpointPath)
		var navPoint = nav.get_closest_point(checkpointObject.translation)
		var path = Array(nav.get_simple_path(transform.origin, navPoint, true))
		follow_current_path(path)
		yield(self, "checkpoint_reached")
		print("Here")
		
func lookAtTarget(target):
	if (target != transform.origin):
		look_at(target, Vector3.UP)
		self.rotate_object_local(Vector3.UP, PI);
	
func follow_current_path(path) -> void:
	for p in path:
		p.y = 0
		print("Going to:", p)
		var duration = translation.distance_to(p) / (moveSpeed * get_physics_process_delta_time())
		lookAtTarget(p)
		tween.interpolate_property(self, 'translation', translation, p, duration, Tween.TRANS_LINEAR, Tween.EASE_IN)
		tween.start()
		yield(tween, "tween_completed")
	emit_signal("checkpoint_reached")
```


**Minimal reproduction project:**
[3DTowerDefense.zip](https://github.com/godotengine/godot/files/4722489/3DTowerDefense.zip)
Repository: neovim
Issue: Prevent cursor from moving after using an operator
Labels: enhancement

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: v0.4.3
- `vim -u DEFAULTS` (version: ) behaves differently? vim behaves the same (all version I'm aware of)
- Operating system/version: Ubuntu 19.10
- Terminal name/version: yakuake
- `$TERM`: xterm-256color

### Steps to reproduce using `nvim -u NORC`

```
nvim -u NORC
```
Copy the following paragraph in a buffer and position the cursor somewhere on line2:
```
line1
line2
```
Type `yip` to copy the whole paragraph in the unnamed register.

### Actual behaviour
cursor **moves** to line1

### Desired behaviour
cursor should **stay** in the same position it was typing `yip`

Above is only an example for yank. This behaviour is the same for other operators as well and it would be ideal to have an global option or flag to prevent the cursor from moving. 

### Further info
Having asked a [question](https://vi.stackexchange.com/questions/25503/keep-cursor-from-moving-when-using-operators/25507?noredirect=1#comment44904_25507) on stackexchange, it turns out this feature is not available in (n)vim. It's a behaviour that has annoyed me for quite some time.
Repository: pytorch
Issue: [JIT] jit can not recognize the imported function
Labels: oncall: jit,triaged

## 🐛 Bug

JIT can not recognize the imported function when I want to script a class outside the file where it is defined.

## To Reproduce
Suppose we have the following file structure：
```
main.py
files/
    __init__.py
    a.py
    b.py
```
and each file contains:
``` python
# a.py
from .b import f

class MyObj(object):
    def __init__(self):
        pass

    def __call__(self, x):
        return f(x)

# b.py
def f(x):
    return x

# __init__.py
from .a import *
from .b import *

# main.py:
import torch
from files import MyObj

torch.jit.script(MyObj)
```
then we will get:
```
RuntimeError: 
undefined value f:
  File "a.py", line 8
    def __call__(self, x):
        return f(x)
               ~ <--- HERE
```
function `f` must be imported explicitly in `main.py` to let jit know what is `f`
```
from files import f
```

## Expected behavior
There is no need to import function `f` explicitly

## Environment

 - PyTorch Version (e.g., 1.0): master
 - OS (e.g., Linux): Linux
 - How you installed PyTorch (`conda`, `pip`, source): source
 - Build command you used (if compiling from source): as described in [here](https://github.com/pytorch/pytorch#from-source)
 - Python version: 3.7.6
 - CUDA/cuDNN version: 10.0 / 7.6.5



cc @suo
Repository: create-react-app
Issue: Add fable-fsharp support to create react app
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Would be nice to have a template in create react app with Fable.js (F#) instead of Typescript as a transpiled language

(Write your answer here.)

### Describe the solution you'd like

A similar approach exists for typescript, but instead would be nice to have one for F#/ Fable.js (which can happilly run on react as well)

https://create-react-app.dev/docs/adding-typescript/

### Describe alternatives you've considered

A simple alternative is using the fable template, but most people use the create-react-app package, so this would be nicer : )

### Additional context

https://fable.io/
Repository: node
Issue: http2: add checks and test for `state.headRequest`
Labels: http2

Though I think `headRequest` is slightly broken or maybe I don't understand it. There is special handling for it in `Http2ServerResponse.end()` but not in `Http2ServerResponse.write()`? Not sure who is a good ping there. @jasnell?

_Originally posted by @ronag in https://github.com/nodejs/node/pull/33506_
Repository: youtube-dl
Issue: change how the program records dates in a video file's description. 
Labels: request

Windows has the option to sort content within a folder based on "date archived" and "date created".

It would make sense to log within the file's description when a file was downloaded in the "date archived", and the date the author uploaded the video file to the website where the content was downloaded from in the "date created" description field. 


https://i.imgur.com/enxwoTP.png
Repository: flutter
Issue: Show adb log when flutter attach
Labels: c: new feature,platform-android,tool,a: debugging,c: proposal,P3,team-android,triaged-android

## Proposal
I think we need log(logcat) when we use `flutter attach -d <deviceID>` to debug flutter application, is there any plan to do this?
Repository: youtube-dl
Issue: Power Nation TV
Labels: site-support-request

<!--

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  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.05.08. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
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- [x ] I'm reporting a new site support request
- [x ] I've verified that I'm running youtube-dl version **2020.05.08**
- [x ] I've checked that all provided URLs are alive and playable in a browser
- [x ] I've checked that none of provided URLs violate any copyrights
- [x ] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video:https://www.powernationtv.com/episode/TT2020-06/boosted-classic-292-straight-six
- Single video: https://www.powernationtv.com/episode/HP2013-01/parade-of-ls-power


## Description

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If work on your issue requires account credentials please provide them or explain how one can obtain them.
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Hi,

I was just wondering if you wouldn't mind supporting powernation tv downloads, there is no drm as I am currently able to download them manually be finding the playlist file and feeding it into FFMPEG but that is time consuming and difficult.  Thanks for all your great work,
Repository: rust
Issue: Slicing after `str::starts_with` performs unnecessary checks
Labels: I-slow,C-enhancement,T-compiler,A-str,C-optimization

Without unsafe ([playground](https://play.rust-lang.org/?version=stable&mode=release&edition=2018&gist=46367ccb1081dd81d8b1fa36d053922d))

```rust
pub struct Foo<'a> {
    string: &'a str,
}

impl Foo<'_> {
    pub fn bar(&mut self) -> Option<&str> {
        if self.string.starts_with("[[") {
            let bracket = &self.string[..1];
            self.string = &self.string[2..];
            Some(bracket)
        } else {
            None
        }
    }
}
```

With unsafe ([playground](https://play.rust-lang.org/?version=stable&mode=release&edition=2018&gist=53c10732399bd715b1b3d63b85e1488b))

```rust
pub struct Foo<'a> {
    string: &'a str,
}

impl Foo<'_> {
    pub fn bar(&mut self) -> Option<&str> {
        if self.string.starts_with("[[") {
            let bracket = unsafe { self.string.get_unchecked(..1) };
            self.string = unsafe { self.string.get_unchecked(2..) };
            Some(bracket)
        } else {
            None
        }
    }
}
```

I'm not terribly familiar with assembly, but the compiler is clearly performing checks where they aren't necessary. Given the knowledge that the string starts with a literal (in this case two ASCII bytes), we should be able to slice without any additional performance costs.
Repository: godot
Issue: Opaque Pre Pass Textures not Rendering Properly on Mobile Devices
Labels: bug,platform:android,topic:rendering

**Godot version:**
3.2.1 -3.2.2 Beta 2
GLES 3
**OS/device including version:**
iOS 13.5, 
Android
**Issue description:**
When adding an opaque pre-pass texture to a mesh it does not render properly on mobile devices.
**Steps to reproduce:**
Add a transparent texture to a mesh instance and set it to opaque pre pass.
Expected result ran on windows and macos:
<img width="487" alt="Screen Shot 2020-05-24 at 9 27 08 PM" src="https://user-images.githubusercontent.com/65880004/82772997-82393100-9e06-11ea-8073-f68c6e937032.png">
Actual Result on iphone 11 and similar issue on a friends android phone(dont have the specifics):
![IMG_89D042D2DEF6-1](https://user-images.githubusercontent.com/65880004/82773011-882f1200-9e06-11ea-97c7-23c8fc025bb3.jpeg)

**Minimal reproduction project:**
[OpaqueIssue](https://github.com/TrevSaysHi/OpaqueIssue)
Repository: flutter
Issue: iOS issue: Scrollbar position is wrong in horizontal ListView
Labels: e: device-specific,platform-ios,framework,f: material design,a: fidelity,f: scrolling,a: layout,has reproducible steps,P2,found in release: 3.7,found in release: 3.10,team-ios,triaged-ios

i want to use Widget  `Scrollbar` in **horizontal** ListView.

Android is normal, but iOS `Scrollbar` position is wrong.

|                             iOS                              |                           Android                            |
| :----------------------------------------------------------: | :----------------------------------------------------------: |
| ![ios](https://user-images.githubusercontent.com/19588517/82782628-5ca43a00-9e8f-11ea-86db-5d68f9542c4d.png)|![android](https://user-images.githubusercontent.com/19588517/82782721-9b39f480-9e8f-11ea-8986-87ca7c6a103f.jpg)|

```dart
import 'package:flutter/material.dart';

import 'package:flutter/cupertino.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
        visualDensity: VisualDensity.adaptivePlatformDensity,
      ),
      home: MyHomePage(),
    );
  }
}

class MyHomePage extends StatelessWidget {
  final List<Widget> items = List<Widget>.generate(10, (_) {
    return Placeholder(
      fallbackWidth: 50,
      fallbackHeight: 50,
    );
  });

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text('Scrollbar in horizontal ListView'),
      ),
      body: Scrollbar(
        isAlwaysShown: true,
        child: Container(
          height: 50,
          child: ListView(
            scrollDirection: Axis.horizontal,
            children: items,
          ),
        ),
      ),
    );
  }
}

```


Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, v1.17.1, on Mac OS X 10.15.4 19E287, locale zh-Hant-HK)
[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.3)
[✓] Xcode - develop for iOS and macOS (Xcode 11.5)
[✓] Android Studio (version 3.6)
[✓] VS Code (version 1.45.1)
[✓] Connected device (3 available)

• No issues found!
Repository: godot
Issue: Re-Import of multiple image files fails
Labels: bug,topic:editor,topic:import

**Godot version:**
Godot_v3.2.1-stable (Steam) and also in Mono Version

**OS/device including version:**
Windows 10 

**Issue description:**
When selecting the "**Import**" tab next to the "Scene" tab, it's easy to re-import a single file. Thus, when having selected multiple files, the re-import option is also available, but fails for every type (Any type -> Any type, e.g. Texture -> Image). 

Only output produced in the console is:  
C:\Program Files (x86)\Steam\steamapps\common\Godot Engine/editor_data/projects/BugTest-35d503ddec07605593a9ad447e692fea/filesystem_update4

When changing .ogg Loop Offset for example, this works also for multiple files. I think the bug may be caused because Godot has to restart upon re-import image files.  

**Steps to reproduce:**
1. Start a new project
2. Add 2 or more image files (.png/.jpg/etc. doesn't matter) 
3. Try to re-import them into another type
4. Godot shows that it's working and restarts, but then all of the files are not re-imported
Repository: pytorch
Issue: ATen operator API versioning
Labels: module: internals,triaged

## 🚀 Feature

When implementing a new out-of-source ATen backend extension for PyTorch, we find ATen operator APIs are incompatible from version to version (even among minor versions, for example v1.5.x).

We expect `ATen operator API versioning` could be provided to improve user experience, when out-of-source extension does not match with PyTorch (ATen operator API).

## Motivation

End-user may get runtime error about ATen operator API mismatching, when they try some different PyTorch minor versions with a given Intel Extension for PyTorch. For example,
Extension v0.1 is based on PyTorch v1.5.0.
End-user may try extension v0.1 on PyTorch v1.5.3+, and get ATen runtime error, due to ATen operator API changes.

In addition, different workloads may get different ATen runtime error (different operators API change). ATen runtime error is good enough for extension developer, but is not friendly enough for end-user.

So intuitively,  we want to raise a warning  ahead of all at runtime, if some ATen operator APIs change, which is more friendly to users, and may not bring risks.

## Pitch

We expect to have `ATen operator API versioning` for runtime check and raise a warning at extension loading time, if PyTorch ATen operator API version is not supported by extension.

P.S. We thought of checking PyTorch version only. But it would take huge efforts to investigate ATen operator API changes on all PyTorch versions (including all minor versions).