sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: Same code work well in Android App，but error in adb shell
Labels: bug,platform: android

### System Information

OpenCV version: 4.8.0
Operating System / Platform: Android10
Compiler & compiler version: Gradle 8.0

### Detailed description


**_```bfMatcher.match(sDes,dDes,matMatch);```_**

above code executing in Android App work well

If executed with "adb shell CLASSPATH=/data/local/tmp/pic.jar app_process / com.test.pic.Server", a "bus error" exception will appear on the vivo phone. On Huawei phones, the matMatch's eleSize is 0

How can I make opencv work in adb shell

### Steps to reproduce
```
   public boolean MatchPicByORB(Bitmap src,Bitmap dst, int expectMinDistance){
        try{
            Mat sMat = new Mat();
            org.opencv.android.Utils.bitmapToMat(src,sMat);
            Mat dMat = new Mat();
            org.opencv.android.Utils.bitmapToMat(src,dMat);
            ORB orb = ORB.create();
            MatOfKeyPoint sKeyPoint = new MatOfKeyPoint();
            orb.detect(sMat,sKeyPoint);
            MatOfKeyPoint dKeyPoint = new MatOfKeyPoint();
            orb.detect(dMat,dKeyPoint);
            Mat sDes = new Mat();
            orb.compute(sMat,sKeyPoint,sDes);
            Mat dDes = new Mat();
            orb.compute(dMat,dKeyPoint,dDes);
            BFMatcher bfMatcher = new BFMatcher(NORM_HAMMING);
            MatOfDMatch matMatch = new MatOfDMatch();
            _**```bfMatcher.match(sDes,dDes,matMatch);```**_  //this code work well in android app, but failed in adb shell mode
            if (matMatch.empty()) return false;
            List<DMatch> matMatchList = matMatch.toList();
            float minDistance = matMatchList.get(0).distance;
            float maxDistance = matMatchList.get(0).distance;
            for (DMatch match : matMatchList){
                if (match.distance < minDistance) minDistance = match.distance;
                if (match.distance > maxDistance) maxDistance = match.distance;
            }
            List<DMatch> avaliMatch = new ArrayList<>();
            for (DMatch match : matMatchList){
                if (match.distance <= Math.max(2*minDistance,expectMinDistance)) avaliMatch.add(match);
            }
            return avaliMatch.size()>0;
        }catch (Exception e){
            System.out.println("MatchPicByORB Exception:\n"+e.getMessage());
        }
        return false;
    }
```
### 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
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: ant-design
Issue: InputNumber 支持 classNames 和 styles
Labels: help wanted,💡 Feature Request,Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/p/sandbox/antd-issue-input-number-classnames-qk3r8v?file=%2Fdemo.tsx%3A10%2C12)

### Steps to reproduce

给 InputNumber 添加 classNames 参数

### What is expected?

样式正常

### What is actually happening?

样式错乱

| Environment | Info |
| --- | --- |
| antd | 5.12.8 |
| React | 18.0.0 |
| System | macOS 13.3.1 |
| Browser | Chrome Latest |

---
InputNumber 目前文档里没有 classNames，但代码类型中是有的，是不是 rc-input-number 支持了 classNames，但 antd 还没适配呢？

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: control size not respected when setting content_margin_left in style
Labels: bug,topic:gui

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

I have a graph node not move with snap and also size with snap. This worked well until i decided to change te color of graph node's panel via new flat style. Getting the style first and then alter it made snap resize working again. So i decided to tweak with some style settings and found that changing the content_margin_right setting was the offender. Would have expected the margin keep space inside the control but not break setting size as now the control even when margin_right is set to 0 scales by pixel again and not by the padding setting anymore. Y snap resize keeps working.

### Steps to reproduce

hava a graph node with a margin container and some content
in _ready() for graph node have:
var edit_panel_style = get_theme_stylebox("panel")
edit_panel_style.set_bg_color(Color(1,1,0,1))
edit_panel_style.content_margin_left = 0
edit_panel_style.content_margin_right = 0 #this breaks sizing with snap
add_theme_stylebox_override("panel", edit_panel_style)

in _onresize_request have something like (cont is the margincontainer)
var x = -1
var y = -1
if graph.is_snapping_enabled():
	var snap = graph.get_snapping_distance()
	x = int(new_minsize.x/snap)*snap
	y = int(new_minsize.y/snap)*snap
$MarginContainer.set_custom_minimum_size(Vector2(x,y))

### Minimal reproduction project (MRP)

[GraphEdit.zip](https://github.com/godotengine/godot/files/13850240/GraphEdit.zip)
Repository: tauri
Issue: Need more information to embed node backend binary (express + sqlite) to tauri and expose backend api to react frontend 
Labels: type: documentation

I am using tauri to create exe of my react application and i am using node backend (express + sqlite) client side db. i want to embed backend binary into tauri app as external binary and expose api to my react app so i modify my tauri.config.json i have added image of my package.json. and also modified main .rs i have added image of this also but when i make build of this run exe i am unble to connect with backend.
![tauri_package_json](https://github.com/tauri-apps/tauri/assets/142501301/1e6b10c6-2766-4cc0-8784-52b7e563a3f1)
![main rs](https://github.com/tauri-apps/tauri/assets/142501301/615a4ce8-0852-4af5-b0f7-9fe408547a26)
how can solve this issue ?
![image](https://github.com/tauri-apps/tauri/assets/142501301/8f79a918-fa47-4574-a0d5-246985c72b22)
Repository: godot
Issue: RemoteTransform2D set to update position and rotation only, is slightly affecting scale.
Labels: bug,regression,topic:2d

### Tested versions

- Discovered in v4.1.3.stable.official [f06b6836a]
- Reproducible in v4.2.1.stable.official [b09f793f5] and v4.3.dev1.official [9d1cbab1c]
- Could not reproduce in v3.5.3.stable.official [6c814135b]

### System information

Godot v4.1.3.stable - Ubuntu 22.04.3 LTS 22.04 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 730 (nvidia; 470.223.02) - AMD FX(tm)-4100 Quad-Core Processor (4 Threads)

### Issue description

I'm using a RemoteTransform2D node to set the position and rotation of a Sprite2D. The scale of the Sprite2D should not be affected.
The parent of the RemoteTransform2D has a scale that is not {1,1}, and the RemoteTransform2D node is set to use global co-ordinates.
The scale of the target Sprite2D is changing slightly each time the position and rotation are updated. This change is only around 0.0000001 each frame, but it is accumulating over a long-playing animation, to the point of becoming noticeable after an hour or so.
I suspect that there is a floating-point error introduced when calculating the new transform matrix.

### Steps to reproduce

MRP attached, open the main scene and view the output generated by the tool script. This will show that the icon scale is not exactly {1,1} as expected, but is approximately so.
Run the animation in the player for a few minutes to see the scale drift over time.

### Minimal reproduction project (MRP)

[RemoteTransformScaleBug.zip](https://github.com/godotengine/godot/files/13850354/RemoteTransformScaleBug.zip)
Repository: neovim
Issue: LSP performance: use coroutine during transformation of huge responses from language servers
Labels: enhancement,performance,lsp

### Problem

The issue is related to the fact that nvim blocks while handlers are transforming data on lsp server response. Most noticeable in things like lsp references (in my case a test with 2000 entries in references, takes up to 10 seconds to show up in the qf list, after the server responds with the results - the server actually returns the results faster (in about 2-3 secs) than in takes nvim to process them and put them in the qf list), we have to also consider also other lsp calls which might have negative impact / be slow etc. (e.g. filter over workspace symbols, with short or widely matching query). 

The issue with lsp references is that once the lsp handler is called, editor blocks while results are being transformed. That processing should be done in a coroutine, where control should be yielded back to the main thread, the coroutine should be only be allowed to have a fixed about of time to work/do it's thing, and give control back, to unblock the editor.

### Expected behavior

The editor should not be blocking while the handler is processing the results from lsp requests. There could be a general solution or api where we are also allowed to easily customize and transform the results in handlers and the coroutine action happens transparently to the user / api consumer.
Repository: pytorch
Issue: Previous Torch versions
Labels: needs reproduction,module: binaries,module: docs,triaged

### 🐛 Describe the bug

I am trying to install a previous version of torch (1.10.0) as described in: https://pytorch.org/get-started/previous-versions/#osx-21

pip install torch==1.10.0 torchvision==0.11.0 torchaudio==0.10.0

However, it seems that the version and any version below 2.0.0 are no longer available:

ERROR: No matching distribution found for torch==1.10.0

I would like to use a module that depends on this particular version of torch. Would it be possible to make this version available for installation?

Thank you.



### Versions

1.10.0

cc @seemethere @malfet @osalpekar @atalman @svekars @brycebortree
Repository: neovim
Issue: LSP ServerCancelled error should be hidden
Labels: bug,lsp

### Problem

Neovim does not handle the ServerCancelled LSP error code. Ideally, it should be managed in conjunction with [ServerCancellationData](https://microsoft.github.io/language-server-protocol/specifications/lsp/3.17/specification/#diagnosticServerCancellationData). However, an initial solution would be just suppressing the error.
![image](https://github.com/neovim/neovim/assets/70210066/4e27332b-9132-4237-977b-2fcd1a554d25)


### Steps to reproduce using "nvim -u minimal_init.lua"

```lua
--- minimal_init.lua
local pattern = "luau"
local cmd = { "luau-lsp", "lsp" }
local root_markers = { ".luaurc" }

local settings = {
  ["luau-lsp"] = {
    sourcemap = {
      enabled = false,
    },
  },
}

vim.api.nvim_create_autocmd("FileType", {
  pattern = pattern,
  callback = function(args)
    local match = vim.fs.find(root_markers, { path = args.file, upward = true })[1]
    local root_dir = match and vim.fn.fnamemodify(match, ":p:h") or nil
    vim.lsp.start {
      name = "luau-lsp",
      cmd = cmd,
      root_dir = root_dir,
      settings = settings,
    }
  end,
})
```
`nvim -u minimal_init.lua test.luau`

### Expected behavior

Do not show -32802 (ServerCancelled) error.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2135+g98a4ed0a1

### Language server name/version

luau-lsp@1.27.1

### Operating system/version

Windows 10

### Log file

_No response_
Repository: godot
Issue: Cannot rename theme type variations
Labels: enhancement,topic:editor,usability,topic:gui

### Tested versions

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - macOS 14.1.0 - Vulkan (Forward+) - integrated Apple M3 Max - Apple M3 Max (14 Threads)

### Issue description

After creating a theme type variation in the Theme editor (by pressing the + button), you can never rename this variation by using the theme editor. The only way you can do so (as far as I can tell) is to edit the theme resource file manually.

### Steps to reproduce

1) Create a new UI Theme resource
2) In the Theme editor, press the + button next to Type to create a new type variation
3) Give it a name and press "Add Type"
4) Observe that there is no way to change the name of this type in the editor

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Not receiving mouse events with a captured mouse on a phone
Labels: bug,platform:android,topic:input

### Tested versions

Reproduceable in 4.2.stable and 4.2.1.stable.

I have no reason to believe this is a regression, I suspect it's just a very uncommon use case that was never tested to begin with.


### System information

Android 14 - Google Pixel 5 - Godot 4.2.1.stable

### Issue description

I am using a physical bluetooth mouse connected to an Android phone.

After capturing the mouse with ```Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)```, I no longer receive mouse events in the ```_input()``` method.

I expect the ```_input()``` method to be called when the mouse is moved.

### Steps to reproduce

You will need to connect a bluetooth mouse to an Android phone, and then run the included project on that device.

The mouse pointer locks and disappears as expected. But then the ```_input()``` method doesn't pick up mouse events. Breakpoints inside that function are never reached.

Mouse events are correctly handled if the pointer is not locked first.
This project also works as expected on an actual computer, just not on a phone.

### Minimal reproduction project (MRP)

[godot.mrp.project.zip](https://github.com/godotengine/godot/files/13851315/godot.mrp.project.zip)
Repository: deno
Issue: Improve globbing performance by only comparing a relative pattern
Labels: perf

#21817 makes it so only globs that are valid to a path are compared against, but we can further improve our globs to hold the base path and then a relative pattern from the base path. This will greatly improve the performance (as I have found to work well in dprint) because we don't have to keep comparing base paths that we know are valid for the current part of the tree that we're walking.
Repository: vscode
Issue: Implement kinetic / inertial scrolling in linux 
Labels: feature-request,linux,trackpad/scroll

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Currently, on linux,a flick with two fingers to scroll stops as soon as one lifts their finger off the trackpad. This is not the case with other applications, such as firefox. This is a request to add such a feature to vscode :pray: it is _such_ a QoL improvement. 

Opening because the bot closed the previous one
Repository: godot
Issue: Dragging multiple custom Resources to exported array does not work
Labels: bug,topic:editor,needs testing

### Tested versions

- Reproducible in: v4.2.1.stable.mono.official [b09f793f5], v4.1.3.stable.official [f06b6836a]

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 31.0.15.3699) - Intel(R) Core(TM) i9-9900 CPU @ 3.10GHz (16 Threads)

### Issue description

Arrays for custom resources do not allow dragging multiple resources from the file system dock in the same way as arrays for native resources.
Support for dragging multiple resources seems to have been added here: https://github.com/godotengine/godot/pull/37965

This doesn't seem to work for custom resources, as shown in this video:

https://github.com/godotengine/godot/assets/5133378/bd1d170e-d90a-4741-abf5-04570f8ac630

I expected there to be no difference in how the exports behave. Building levels for our game depends on managing many different collections of custom resources, and dragging them each one by one or going through the load dialog is not a good alternative for us.

### Steps to reproduce

* Create a script for a custom resource type
* Create two or more resources of that type
* Expose an array of this type somewhere
* Try to drag the created resources from the file system dock to the exported array

This can be reproduced in an otherwise empty project.

### Minimal reproduction project (MRP)

[bug_multi_resource_drag.zip](https://github.com/godotengine/godot/files/13851394/bug_multi_resource_drag.zip)
Repository: PowerToys
Issue: The minimal double tap interval for Find My Mouse is too long
Labels: Needs-Triage,Product-Mouse Utilities

### Description of the new feature / enhancement

As the title says. Double tapping the key fast often doesn't highlight the mouse.

### Scenario when this would be used?

Each time Find My Mouse is invoked.

### Supporting information

_No response_
Repository: PowerToys
Issue: Certain programs (Directory Opus, Everything Search, and more) don't completely fill zones near monitor edges
Labels: Issue-Bug,FancyZones-Layouts,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.76.2

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Create a zone layout with without "spaces around zones" (I'm actually using -2px on these screenshot'd layouts but the behavior is identical with this setting turned off completely).
2. Snap certain programs (listed below) to one of these zones.

![image](https://github.com/microsoft/PowerToys/assets/8204892/72c48486-d6f8-4dd3-8e20-e53fcff2b185)

![image](https://github.com/microsoft/PowerToys/assets/8204892/55edf651-a5df-40ca-9c5e-89594818dff0)

[PowerToysReport_2024-01-06-16-14-03.zip](https://github.com/microsoft/PowerToys/files/13851531/PowerToysReport_2024-01-06-16-14-03.zip)

### ✔️ Expected Behavior

Window expands to fully fill the zone in the same way that the vast majority of programs do.

### ❌ Actual Behavior

Window has an ~8 pixel gap on 1-2 sides. As you can see from the screenshot, the ones on my bottom monitor (4K, "primary" monitor in Windows, 1.5 DPI scaling) have a gap on the right, left, and bottom ends of the screen, but not on the top (where my taskbar is).
On my top monitor (1440p, 1.0 DPI scaling), it doesn't occur on the top of the screen or the bottom (where my taskbar is), but it does still happen on the left & right ends.

### Other Software

Windows 11 x64 Pro (same behavior was occurring for me months ago on Windows 10 x64 Pro as well)
Everything Search 1.4 and 1.5a
Directory Opus 12.33
RemoveEmptyDirectories 2.2.0.0
nVIDIA Profile Inspector 2.4.0.4
ShellMenuView 1.4
ShellExView 2.01
Repository: transformers
Issue: Support setting multiple adapters
Labels: Feature request

### Feature request

The underlying peft library supports setting multiple adapters:

```python
model.set_adapters(["adapter_a", "adapter_b"])
```

It would be nice if the pipeline supported the same, from looking at https://github.com/huggingface/transformers/pull/25077 it appears it only supports a single adapter

### Motivation

This is useful functionality in the peft library

### Your contribution

Happy to make the changes here!
Repository: godot
Issue: macOS: editor requires a click to activate the window before accepting any UI interactions
Labels: bug,platform:macos,topic:editor,topic:porting

### Tested versions

- v4.2.1.stable.official [b09f793f5]
- v3.5.3 (slightly better, but the behaviour is the same)

### System information

- macOS 14.2.1 - Apple M1 Max - 32GB - MacBook Pro 14" 2021
- macOS 14.2.1 - Apple M1 Pro - 16GB - MacBook Pro 14" 2021

### Issue description

In the video attached you can see that when you're Alt-Tabbed to another window Godot editor doesn't receive any input to its UI controls. It requires a click to make the window active, then about 0.5-1s to actually become active, and then requires another click to actually use the UI controls.

For comparison, in the same video, notice how snappy and responsive VS Code is. It also accepts input to its UI controls right away without needing to be the active window.

Managed to confirm the same issue on both my personal and work MacBooks.

Godot (responds to hovers, but not to clicks):

https://github.com/godotengine/godot/assets/3187536/e2a878ac-b895-4a81-a6ed-042175cd170e

Comparison with Unity Editor behaviour (you can see the Unity Editor even responds to hovers without being the active window):

https://github.com/godotengine/godot/assets/3187536/0b12eb95-3d95-403e-b067-d0857f67d5a4

### Steps to reproduce

Just install Godot, reproducible on both `mono` and "normal" editor on fairly empty scene.

### Minimal reproduction project (MRP)

Reproducible on an empty, new project.
Repository: go
Issue: proposal: testing: allow examples the use of testing.T/B/F for test framework examples
Labels: Proposal

### Proposal Details

Today, examples are tests presented alongside godoc as a "func main()" typically, as shown in https://go.dev/blog/examples, and is executable like that.

I'm trying to write examples for a test framework I created (https://github.com/hugelgupf/vmtest) that requires the use of testing.TB. To create an executable example in pkg.go.dev, examples have to be able to take testing.T or testing.B as an argument.

IMO, the existing Example "API" should remain as is. If an example is given a testing.T/B/F argument, though, it should be assumed to require it and be presented that way in the documentation as well, e.g.

```
func ExampleFunctionname(t *testing.T) {
  t.Logf("foobar")
  // Output: foobar
}
```

Should appear alongside `Functionname` in documentation as an executable snippet like this:

```
package main_test

import (
  "testing"

  "packagepath"
)

func TestExample(t *testing.T) {
    t.Logf("foobar")
}
```
Repository: create-react-app
Issue: Add ability to specify the app path for react-scripts
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

I am unable to use react-scripts when the app path is different from where I am running the script.

### Describe the solution you'd like

We can add environment variable (e.g. `REACT_APP_PATH`), where it is used as the app directory when specified and use the current directory otherwise (current behavior).

From the code I can see similar solution was applied for `BUILD_PATH`.

I can send a PR if this proposal gets approved.

### Describe alternatives you've considered

I've considered adding it as a command line, however didn't do it bec:
- Adding env variable is consistent with the current behavior (e.g. `BUILD_PATH`)

### Additional context

Code for the existing `BUILD_PATH` env: [link](https://github.com/facebook/create-react-app/blob/0a827f69ab0d2ee3871ba9b71350031d8a81b7ae/packages/react-scripts/config/paths.js#L32C31-L32C41)