sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: GPU validation errors in mobile renderer if limited subpasses are used.
Labels: bug,topic:rendering

### Godot version

4.1.dev b6ba664830d9ff1bd7eeb72294fa1e7a3827e42e

### System information

Windows 10

### Issue description

When running a project on the mobile renderer and gpu-validation enabled, get error spam:

```
drivers\vulkan\vulkan_context.cpp:267 - VALIDATION - Message Id Number: -1495270302 | Message Id Name: VUID-VkRenderPassCreateInfo2-pAttachments-02522
  	Validation Error: [ VUID-VkRenderPassCreateInfo2-pAttachments-02522 ] Object 0: handle = 0x2116557b130, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xa6dffc62 | vkCreateRenderPass2(): Cannot clear attachment 2 with invalid first layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL. The Vulkan spec states: For any member of pAttachments with a loadOp equal to VK_ATTACHMENT_LOAD_OP_CLEAR, the first use of that attachment must not specify a layout equal to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL, or VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL (https://vulkan.lunarg.com/doc/view/1.3.250.0/windows/1.3-extensions/vkspec.html#VUID-VkRenderPassCreateInfo2-pAttachments-02522)
  	Objects - 1
  		Object[0] - VK_OBJECT_TYPE_DEVICE, Handle 2273737945392
  drivers\vulkan\vulkan_context.cpp:267 - VALIDATION - Message Id Number: -182251971 | Message Id Name: VUID-VkSubpassDescription2-loadOp-03064
  	Validation Error: [ VUID-VkSubpassDescription2-loadOp-03064 ] Object 0: handle = 0x2116557b130, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xf5230e3d | vkCreateRenderPass2KHR(): attachment 2 is first used as an input attachment in pSubpasses[3].pInputAttachments[0] with loadOp set to VK_ATTACHMENT_LOAD_OP_CLEAR. The Vulkan spec states: If the first use of an attachment in this render pass is as an input attachment, and the attachment is not also used as a color or depth/stencil attachment in the same subpass, then loadOp must not be VK_ATTACHMENT_LOAD_OP_CLEAR (https://vulkan.lunarg.com/doc/view/1.3.250.0/windows/1.3-extensions/vkspec.html#VUID-VkSubpassDescription2-loadOp-03064)
```

### Steps to reproduce

Create a project with the mobile renderer and enable GPU validation.

### Minimal reproduction project

n/a
Repository: flutter
Issue: [web] Some Unicode fallbacks look bad
Labels: engine,a: typography,platform-web,P3,customer: quake (g3),team-web,triaged-web

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

Internal report:

* https://chat.google.com/room/AAAANQ6-YFo/dQuccGsgosc

Older issue:

* https://github.com/flutter/flutter/issues/77465

Fixed here:

* https://github.com/flutter/engine/pull/35646

### Steps to reproduce

Attempt to render some of the following glyphs on your Flutter web app:

### ⌘ ⌥ ⌃ ⇧

(These are very common for MacOS "localization" and keyboard shortcuts in menus)

_It shows up as Unicode tofu briefly, and then falls back to...  something.  I can't figure out what, the fallback font list just says "sans-serif", but whatever it is uses versions of those glyphs that are pretty hideous._


### Expected results

The symbols render normally.

### Actual results

The symbols eventually rendered don't look good.

The symbols live in the following blocks:

* https://en.wikipedia.org/wiki/Miscellaneous_Technical ( ⌘⌥⌃ )
* [https://en.wikipedia.org/wiki/Arrows_(Unicode_block)](https://en.wikipedia.org/wiki/Arrows_%28Unicode_block%29) ( ⇧ )

And Flutter Web seems to be using TWO fallback fonts to render them:

* `Noto Sans Symbols` (for ⌃)
* `Noto Sans Symbols 2` (for ⌘⌥⇧)

(At least according to the Google Fonts online tester)

The only font I could find that contains all 4 glyphs, that look similar to what they do normally in MacOS is "Inter": https://fonts.google.com/specimen/Inter (there's probably more but it's hard to find fonts by glyph manually in google fonts!)

Should we add "Inter" as one of the [fallback fonts](https://github.com/flutter/engine/blob/main/lib/web_ui/dev/roll_fallback_fonts.dart#L329), maybe even before the Noto Symbols?

### Screenshot

<img width="380" alt="Screenshot 2023-06-21 at 9 08 10 PM" src="https://github.com/flutter/flutter/assets/1255594/21774e45-ad48-4e23-97b4-159800273477">

(Comparison of all 3 fonts)
Repository: material-ui
Issue: [Button] invalid color prop cause error with no fallback value.
Labels: component: button,package: system,customization: theme,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://codesandbox.io/s/blue-fog-3mwkd5?file=/src/App.tsx

Steps:
1. invalid `variant` prop is passed to button, but app is not crashed.
2. click the 'Show' button to render button which get invalid `color` prop.
3. app is crashed.



### Current behavior 😯

because most of component use `ownerState.color` as theme object's key **without optional chaining,**
[(like this)](https://github.com/mui/material-ui/blob/0121c0a182fbeea407008630e09b0c10df5468fd/packages/mui-material/src/Button/Button.js#L119)
It can cause error when invalid color prop value is passed: (Cannot read properties of undefined (reading 'main'))

rror.



### Expected behavior 🤔

I definitely agree with that type error should be occurred when invalid value has passed, but I think It should not crash entire app with error.

like other props, component should be rendered with default style. 

e.g.)  Button with `variant="blahblah"` is displaying default style with console  e

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: opencv
Issue: [Python] detectAndDecode fails to detect barcode on this image
Labels: feature,category: objdetect

### System Information

OpenCV python version: 4.7.0.72
Operating System / Platform: Ubuntu 22.04.2
Python version: 3.11.4



### Detailed description

This script
```
import cv2

img = cv2.imread(f'bc.png')
bd = cv2.barcode.BarcodeDetector()
ok, decoded_info, decoded_type, corners = bd.detectAndDecode(img)
print(ok, decoded_info, decoded_type, corners)
```
produces
```
False () () None
```
on this image `bc.png`

![bc](https://github.com/opencv/opencv/assets/4933032/c0f535f7-3712-4899-9be6-47b9f99b47f3)

while `pyzbar` decodes it correctly, producing:
```
[Decoded(data=b'580QSTFL', type='CODE128', rect=Rect(left=50, top=106, width=749, height=30), polygon=[Point(x=50, y=135), Point(x=798, y=136), Point(x=799, y=106)], quality=3, orientation='UP')]
```

### Steps to reproduce

```
import cv2

img = cv2.imread(f'bc.png')
bd = cv2.barcode.BarcodeDetector()
ok, decoded_info, decoded_type, corners = bd.detectAndDecode(img)
print(ok, decoded_info, decoded_type, corners)
```


### 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: godot
Issue: bugs in the modo navigation scheme?
Labels: topic:editor,needs testing,topic:3d

### Godot version

4.0.3

### System information

macOS Ventura 13.4

### Issue description

In the "Settings/Editors/3D/Navigation/Navigation Scheme" section, when choosing the "Modo" navigation scheme, the expected behavior is that
pressing down Alt and Ctrl keys simultaneously should zoom in out the viewport while dragging up and down.
Releasing the Ctrl key while still pressing Alt should transition into orbiting the viewport.

However, I am experiencing an issue where pressing Ctrl and Alt keys together does not produce any result.
Furthermore, releasing Ctrl while still pressing Alt does not initiate viewport orbiting as expected.

Occasionally, if I initially orbit the viewport by only holding Alt and then press Ctrl, there might be a chance of slight zooming, but this behavior is unpredictable and incosistent. Ideally, users should not have to rotate slightly first in order to zoom.

I suspect there may be a bug or an inconsistency in the navigation scheme. 

Could someone clarify if its a bug or something else?
Thanks

### Steps to reproduce

Choose the "Modo" navigation scheme in the "Settings/Editors/3D/Navigation/Navigation Scheme" section

Venture out into the 3d viewport
Press down ctrl and alt and drag up and down to try and zoom
release ctrl while still pressing alt to transition into orbiting the viewport

Neither should work

### Minimal reproduction project

not file dependent, happens on fresh install of godot
Repository: pytorch
Issue: SummaryWriter.add_embedding not working for RGBA images
Labels: triaged,enhancement,module: tensorboard

### 🐛 Describe the bug

The SummaryWriter.add_embedding does not work for images with transparency (RGBA), although tensorboard's embedding projector does support this.

```
import numpy as np
import torch
from torch.utils.tensorboard import SummaryWriter

writer = SummaryWriter('embedding_logs')

N_samples = 6
N_features = 24
N_channels = 3
dim_img =(128,128)

embeddings = np.random.random((N_samples,N_features))
imgs1 = np.random.random(size=(N_samples,N_channels,dim_img[0],dim_img[1]))
print(imgs1.shape) # (6, 3, 128, 128)

# Working
writer.add_embedding(
    embeddings, 
    label_img = torch.tensor(imgs1),
    global_step='RGB'
)

mask = np.random.randint(low=0, high=1, size=(N_samples,1,dim_img[0],dim_img[1]))
imgs2 = np.concatenate((imgs1, mask,), axis=1)
print(imgs2.shape) # (6, 4, 128, 128)

# Not Working
writer.add_embedding(
    embeddings, 
    label_img = torch.tensor(imgs2),
    global_step='RGBA'
)
```

Error Message:
```
Traceback (most recent call last):
  File "/Users/alex5753/Documents/Python/pytorch/test_embedding_projector.py", line 28, in <module>
    writer.add_embedding(
  File "/Users/alex5753/Documents/Python/pytorch/.env_torch/lib/python3.10/site-packages/torch/utils/tensorboard/writer.py", line 949, in add_embedding
    make_sprite(label_img, save_path)
  File "/Users/alex5753/Documents/Python/pytorch/.env_torch/lib/python3.10/site-packages/torch/utils/tensorboard/_embedding.py", line 45, in make_sprite
    arranged_img_CHW = make_grid(make_np(label_img), ncols=nrow)
  File "/Users/alex5753/Documents/Python/pytorch/.env_torch/lib/python3.10/site-packages/torch/utils/tensorboard/_utils.py", line 74, in make_grid
    assert I.ndim == 4 and I.shape[1] == 3
AssertionError
```

The error occur because the functionality in `torch/utils/tensorboard/_embedding.py, make_sprite()` and `torch/utils/tensorboard/_utils.py, make_grid` have been hard coded to only support three image channels (RGB). Can probably be fixed by reading the amount of channels from the image directly.


### Versions

Collecting environment information...
PyTorch version: 2.0.1
Is debug build: False
CUDA used to build PyTorch: None
ROCM used to build PyTorch: N/A

OS: macOS 13.4 (x86_64)
GCC version: Could not collect
Clang version: 14.0.3 (clang-1403.0.22.14.1)
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.8 (v3.10.8:aaaf517424, Oct 11 2022, 10:14:40) [Clang 13.0.0 (clang-1300.0.29.30)] (64-bit runtime)
Python platform: macOS-13.4-x86_64-i386-64bit
Is CUDA available: False
CUDA runtime version: No CUDA
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz

Versions of relevant libraries:
[pip3] numpy==1.25.0
[pip3] torch==2.0.1
[pip3] torchvision==0.15.2
[conda] Could not collect
Repository: deno
Issue: Inspecting dependencies opens browser
Labels: triage required 👀

I'm currently trying to inspect an issue within a dependency, but clicking through the imports causes the browser to open and download the definition file. Best explained via a video:


https://github.com/denoland/deno/assets/1062408/7eca2e4b-f2e9-4f7d-b38e-a1b5edd1dc90
Repository: vscode
Issue: Make grey "Hidden Lines" line less prominent
Labels: diff-editor,under-discussion

I feel like "Hidden Lines" line being grey is a bit too cognitively-heavy and "collides" visually with inlay hints & diff green/red colors. I wish they were very light grey

Actual: 

<img width="1512" alt="image" src="https://github.com/microsoft/vscode/assets/16353531/8ab06df3-19bd-4a72-82aa-eb6f7188d489">

Expected: 

<img width="1512" alt="image" src="https://github.com/microsoft/vscode/assets/16353531/a62fc9f2-6d8e-41a7-9083-92a30d79c0e9">
Repository: deno
Issue: `npm:node-red` starts but the majority of nodes don't work
Labels: node compat,triage required 👀

Flow to reproduce:
```
[{"id":"6a1efea421acaff4","type":"tab","label":"Flow 1","disabled":false,"info":"","env":[]},{"id":"a5871e7a55641344","type":"inject","z":"6a1efea421acaff4","name":"","props":[{"p":"payload"},{"p":"topic","vt":"str"}],"repeat":"","crontab":"","once":false,"onceDelay":0.1,"topic":"","payload":"","payloadType":"date","x":300,"y":180,"wires":[["9142065f79eef893"]]},{"id":"9142065f79eef893","type":"function","z":"6a1efea421acaff4","name":"function 1","func":"console.log(\"foo\");\nreturn msg;","outputs":1,"noerr":0,"initialize":"","finalize":"","libs":[],"x":480,"y":180,"wires":[["c19c22786b2a66e6"]]},{"id":"c19c22786b2a66e6","type":"debug","z":"6a1efea421acaff4","name":"debug 1","active":true,"tosidebar":true,"console":false,"tostatus":false,"complete":"false","statusVal":"","statusType":"auto","x":680,"y":180,"wires":[]}]
```

Several errors pop up:
- `Warning: Not implemented: process.on("message")`
- `Uncaught Error: Assertion failed`
- `[warn] Error saving credentials: BadResource: Bad resource ID`
- `[error] [function:function 1] Function node failed to load external modules`
Repository: TypeScript
Issue: .js error when module type is CommonJS and a variable name is exports
Labels: Bug,Help Wanted

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 CommonJS exports

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 5.1.3

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->

### ⏯ Playground Link

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior.
  This should have the same code as the code snippet below, and use whichever settings are relevant to your report.

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->
[Playground link with relevant code](https://www.typescriptlang.org/play?module=1#code/KYDwDg9gTgLgBAG2PAhnAvHAjAbgLABQhAZgK4B2AxjAJYTlwBGAFKJLAM4BccK5AngEo4Ab0JwJcGsTjM06TFkHjJqqMlJQGbaDA4A6FPgKrgCDsBWqJ6mJu3hdBxsYC+QA)

### 💻 Code

<!-- Please post the relevant code sample here as well. This code and the Playground code should be the same, do not use separate examples -->
```ts
export let a = 1;

function b(exports: any) {
    if (a == 1)
        return exports.a;
    else
        return exports.b;
}
```

### 🙁 Actual behavior

```js
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.a = void 0;
exports.a = 1;
function b(exports) {
    if (exports.a == 1)
        return exports.a;
    else
        return exports.b;
}
```

### 🙂 Expected behavior

```js
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.a = void 0;
exports.a = 1;
function b(exports_1) {
    if (exports.a == 1)
        return exports_1.a;
    else
        return exports_1.b;
}
```
Repository: neovim
Issue: unittest failure: "dict extend()" in typval_spec
Labels: test,ci,bug-crash

### Problem

Seen in https://github.com/neovim/neovim/pull/24087/checks?check_run_id=14463584829 : 

```
ERROR: typval.c dict extend() works
test/unit/helpers.lua:751: child process errored out with status 256!
stack traceback:
	test/unit/helpers.lua:772: in function 'itp'
	test/unit/eval/typval_spec.lua:2138: in function <test/unit/eval/typval_spec.lua:2133>
	[C]: in function 'xpcall'
	.../cirrus-ci-build/build/usr/share/lua/5.1/busted/core.lua:178: in function 'safe'
	...cirrus-ci-build/build/usr/share/lua/5.1/busted/block.lua:146: in function 'execute'
	.../cirrus-ci-build/build/usr/share/lua/5.1/busted/init.lua:15: in function 'executor'
	.../cirrus-ci-build/build/usr/share/lua/5.1/busted/core.lua:314: in function <.../cirrus-ci-build/build/usr/share/lua/5.1/busted/core.lua:314>
stack traceback:
	test/unit/helpers.lua:751: in function 'itp_parent'
	test/unit/helpers.lua:783: in function <test/unit/helpers.lua:773>
```

Previous: https://github.com/neovim/neovim/issues/6404

### Expected behavior

possible bug in extend()
Repository: PowerToys
Issue: Propose to add Freeze Keyboard&Mouse feature
Labels: Needs-Triage

### Description of the new feature / enhancement

Freeze the keyboard and the mouse so that no unintended operations will be mistakenly done.

### Scenario when this would be used?

Sometimes, I want to put something on the keyboard or the cat just walk on it, or I put the wireless mouse into the bag without turning the mouse and the PC off.

### Supporting information

_No response_
Repository: pytorch
Issue: Reproducibility documentation should be updated
Labels: module: docs,triaged,module: numerical-reproducibility

### 📚 The doc issue
When loading the weights, the model and the optimizer are loaded. Besides, the sampled data in dataloader are guaranteed to be the same. It should be considered in https://pytorch.org/docs/stable/notes/randomness.html.

### Suggest a potential alternative/fix
```python
import torch
import numpy
import random
print(torch.__version__)  # 1.13.0+cu116

def set_random_seed(seed, deterministic=True):
    """Set random seed.

    Args:
        seed (int): Seed to be used.
        deterministic (bool): Whether to set the deterministic option for
            CUDNN backend, i.e., set `torch.backends.cudnn.deterministic`
            to True and `torch.backends.cudnn.benchmark` to False.
            Default: False.
    """
    random.seed(seed)
    np.random.seed(seed)
    torch.manual_seed(seed)
    torch.cuda.manual_seed(seed)
    torch.cuda.manual_seed_all(seed)
    if deterministic:
        torch.backends.cudnn.deterministic = True
        torch.backends.cudnn.benchmark = False

if __name__ == '__main__':

    n = 100
    set_random_seed(1)

    seed = 1#int(torch.empty((), dtype=torch.int64).random_().item())
    generator = torch.Generator()

    # Function 'torch.Generator()' is not limited by the global seed
    # because there is another seed offset inside it to ensure that each epoch is different
    generator.manual_seed(seed)

    def simple_generator():
        # When the epoch is increasing, torch.randperm also generates a seed offset inside,
        # which can be controlled by the generator.
        # Note that it cannot be set the same for each epoch

        # When loading the weights, the model and the optimizer are loaded.
        # Besides, the sampled data in dataloader are guaranteed to be the same.
        # See Line: 36-39
        yield torch.randperm(n, generator=generator).tolist()


    state = generator.get_state()

    for i in range(3):
        my_gen = simple_generator()
        # It will be make sure each epoch is the same, but don't do this,
        # only when restoring the model to ensure that the sampled data are the same.
        # It should be considered in https://pytorch.org/docs/stable/notes/randomness.html
        print(generator.set_state(state))
        print(generator.get_state().sum())
        # print(torch.get_rng_state().sum())
        print(next(my_gen))

    # It is related to the instance, not the global.
    print(torch.Generator().get_state().sum())
```

cc @svekars @carljparker
Repository: vscode
Issue: TS/JS language features on PRs are completely off
Labels: feature-request,typescript

* find a pull request
* don't check it out, just view it
* view changes for a TS file
* use language features like hover or mark occurrences
* 🐛 the information is all wrong, hovers lie, occurrences are off etc pp

<img width="645" alt="Screenshot 2023-06-22 at 11 53 14" src="https://github.com/microsoft/vscode/assets/1794099/4b0061af-a4fe-4235-bb51-f8fd771f6761">
Repository: godot
Issue: @rpc's Callable's don't return .get_method()
Labels: bug,topic:core

### Godot version

v4.1.dev3.official [a67d37f7c]

### System information

Linux 5.4.0-135-generic

### Issue description

Callable's methods with @rpc Annotations cannot return a Callable.get_method() value and generate the error "Can't get method on CallableCustom "Node(Node.gd)::func_rpc (rpc)".". Note that the error text is contains what we expect from Callable.get_method() - the function name: "func_rpc". And also the fact that the conversion of this Callable to String also contains it.

### Steps to reproduce

Create an empty project, a new scene with Node at the root, and attach the following script to it:
```GDScript
extends Node

func func_not_rpc(value = null):
	print("func_not_rpc(%s)" % value)

@rpc
func func_rpc(value = null):
	print("func_rpc(%s)" % value)

func _ready():
	
	print(func_not_rpc, " ", func_not_rpc.get_method()) # prints 'Node(Node.gd)::func_not_rpc func_not_rpc'
	
	print(func_rpc, " ", func_rpc.get_method()) # prints 'Node(Node.gd)::func_rpc (rpc)' and pushing error "Can't get method on CallableCustom "Node(Node.gd)::func_rpc (rpc)"."
```
Run the scene and observe the error.

### Minimal reproduction project

N \ A