sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: HelloGitHub
Issue: AREG Framework
Labels: C++ 项目

## 推荐项目

- 项目地址：
https://github.com/aregtech/areg-sdk

- 类别：
C++

- 项目标题：
Interface-centric ORPC (Object RPC) framework for embedded and desktop applications.

- 项目描述：
Traditionally, devices act as connected clients to stream data to the cloud or fog servers for further processing. As data is generated and collected at the edge of the network (mist network), it is logical to redefine the role of connected Things and enable network-accessible services (Public Services) on them, thereby extending the Cloud to the extreme edge. AREG (Automated Real-time Event Grid) is a communication engine to transmit data in IoT fog- and mist-network. It creates a grid of services where devices and software nodes operate like distributed servers and clients using both Client-Server and Publish-Subscribe models.

- 亮点：
Edge Computing, Embedded, Distributed, IPC, RPC, Event Driven, Asynchronous Programming, Concurrency, Parallel Computing

- 示例代码：（可选）
A Demo repository:
https://github.com/aregtech/areg-sdk-demo
An example codes:

Easy hierarchical modeling and object initialization for multithreading and multiprocessing.
Here is an example for multithreading application initialization (simiar in IPC):

```cpp
// Define the model and describe components
BEGIN_MODEL("ServiceModel")
    BEGIN_REGISTER_THREAD( "Thread1", NECommon::WATCHDOG_IGNORE )
        BEGIN_REGISTER_COMPONENT( "ServiceComponent", ServiceComponent )
            REGISTER_IMPLEMENT_SERVICE( NEHelloService::ServiceName, NEHelloService::InterfaceVersion )
        END_REGISTER_COMPONENT( "ServiceComponent" )
    END_REGISTER_THREAD( "Thread1" )

    BEGIN_REGISTER_THREAD( "Thread2", NECommon::WATCHDOG_IGNORE )
        BEGIN_REGISTER_COMPONENT( "ServiceClient", ClientComponent )
            REGISTER_DEPENDENCY( "ServiceComponent" )
        END_REGISTER_COMPONENT( "ServiceClient" )
    END_REGISTER_THREAD( "Thread2" )

END_MODEL("ServiceModel")

int main( void )
{
    constexpr char const model[]{ "ServiceModel" };
    
    Application::initApplication();   // initialize internals
    Application::loadModel(model);    // load model, initialize components
    Application::waitAppQuit();       // wait to receive quit signal
    Application::unloadModel(model);  // stop and unload components
    Application::releaseApplication();// release resources

    return 0;
}
```

- 截图：（可选）gif/png/jpg
![AREG Engine](https://raw.githubusercontent.com/aregtech/areg-sdk/master/docs/img/areg-services.png)

- 后续更新计划：
Planned major features are
- Multichannel and multi-protocol communication;
- Logging Service and log view tool;
- GUI Tools
- Internet category Service
- Bridges for Java, C#, Python, JavaScript.
Repository: stable-diffusion-webui
Issue: [Bug]: How to clear pytorch base model GPU memory? Tensorrt GPU memory larger than pytorch.
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When I launch webui,  it costs 3G GPU memory at the begining even if i do nothing. And when I use base+lora model, it increases to 5G and decreases to 3G after generating. But when i switch sd-unet to tensort models in [Stable Diffuison] in settings, the hightest memory reach 6G.
I guess the 3G is the pytorch memory of base model, so if i only needs trt inference, how do i clear it from my GPU?

### Steps to reproduce the problem

0. run `watch -n 1 -d nvidia-smi` to watch how gpu memory changes.
1. Go to [Setting]
2. Press [Stable Diffusion], change SD Unet to [TRT models], press [Apply settings]
3. Go to txt2img and test!


### What should have happened?

when using trt mode, clear all pytorch gpu memory.

### Commit where the problem happens

dev-59419bd

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Linux

### What device are you running WebUI on?

Other GPUs

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
python launch.py  --listen --theme dark
```


### List of extensions

stable-diffusion-webui-tensorrt
sd-webui-additional-networks
sd-webui-controlnet
Lora

### Console logs

```Shell
logs normal
```


### Additional information

_No response_
Repository: vscode
Issue: Read-only doesn't work for notebook diff editors
Labels: bug,notebook-diff

1. Have an extension that provides a read-only filesystem.
2. Open a notebook in that filesystem
3. Try to edit the file. The editor will let you edit.

Example with GitHub Pull Requests and Issues:
1. Create a PR that had notebook file in it.
2. Check out some other branch so that you're not on the PR branch anymore.
3. Open the Pull Requests view and expand the PR you just created
4. Open the notebook file from the PR
5. Try to edit the file. The editor will let you edit, even though the file system provider states that it's read-only.
Repository: material-ui
Issue: [website] Speed up the docs site by using Babel assumptions
Labels: performance,website

Investigate enabling `setSpreadProperties` Babel assumption to speed up the docs site as mentioned by @romgrk in https://github.com/mui/material-ui/pull/37461#issuecomment-1592131330.
Repository: godot
Issue: If a HTML5 game has another aspect ratio than that of the monitor, fullscreen screws up the aspect ratio in Firefox.
Labels: bug,platform:web,topic:rendering,topic:porting

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Godot v4.1.beta1 - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1050 (NVIDIA; 30.0.15.1123) - Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz (8 Threads)

### Issue description

This doesn't happen in Edge, Chrome and Chromium, so it migth be limited to Firefox.

I think I have figured out in what way the aspect ratio misbehaves:

![godot-error](https://github.com/godotengine/godot/assets/33087786/14bf6e3b-b3a0-477a-a61b-a48c9d1ecbcd)

The upper image show how fullscreen is supposed to behave: the 4:3 play area should get black borders left/right to fit the monitors 16:9 aspect ratio.

The lower image shows what happens in Firefox. The entire upper image, including black borders, is squashed horizontally to fit a 4:3 aspect ratio and then lined up against the left edge.

Here's an page for checking out the error.
https://kasper-hviid.itch.io/very-authentic-console?secret=TRfcgEgsnjf6nn7yZClK0OOQ6Kc

### Steps to reproduce

Create a project with a aspect ratio different from your monitor. In the settings, under Display->Window->Stretch set Mode to Canvas_item (seems best for fullscreen). Export for web, zip the exported files, and upload the .zip file to itch.io with checkmark at [v] Fullscreen button and [v] SharedArrayBuffer support. With the Firefox browser, run the game in fullscreen.

### Minimal reproduction project

N/A
Repository: godot
Issue: custom_integrator description doesn't match behaviour
Labels: discussion,documentation,topic:physics

### Godot version

v4.0.3.stable.official.5222a99f5

### System information

Windows 11, Vulkan API 1.2.197 - Forward Mobile

### Issue description

Looking at the documentation for RigidBody2D [custom_integrator](https://docs.godotengine.org/en/stable/classes/class_rigidbody2d.html#class-rigidbody2d-property-custom-integrator)

`Aside from collision response, the body will only move as determined by the [_integrate_forces] function`

I would expect that enabling this property would not move the rigidbody at all. What happens in reality is that this only disables force integration, but velocity integration (that determines position) remains enabled. In fact, when having a `linear_velocity` set, the object will continue to be moved by the default integration.

Proposals to correct this (exclusive):
1. The documentation should be updated or the property name should be more specific
2. The property could disable velocity integration as well and the developer could use `_integrate_forces` to do the integration themselves. The [default integration method](https://github.com/godotengine/godot/blob/598378513b256e69e9b824c36136774c41cc763c/servers/physics_2d/godot_body_2d.cpp#L636) is the very [inaccurate](https://gamedev.stackexchange.com/a/41917/64719) Euler method anyway so when changing to a custom integrator you would probably want to replace this as well
3. An `_integrate_velocities` virtual function could be provided to override the default behaviour and a flag could be provided for this as well. The issue here is that this might add needless customization to the feature that would not be used



### Steps to reproduce

1. Add RigidBody2D to scene
2. Set custom_integrator property to true
3. Set linear velocity != (0,0)
4. Body still moves

### Minimal reproduction project

[custom_integrator_test.zip](https://github.com/godotengine/godot/files/11770172/custom_integrator_test.zip)
Repository: godot
Issue: Posterior chained calls arguments being evaluated before the first calls
Labels: discussion,topic:gdscript,breaks compat

### Godot version

v4.0.3.stable.official.5222a99f5

### System information

Windows 11

### Issue description

When using function call chaining from my custom class, it seems to evaluate posterior arguments before the chained calls. For example I script like the follow:
```gd
# test.gd
extends Node

class Test:
	func foo():
		print("foo")
		return self
	func bar(arg):
		print("bar: ", arg)
		return self
	func foobar():
		print("foobar")
		return 0.0
	func test1():
		print("test1")
		return 1.0

func _ready() -> void:
	var test = Test.new()
	test.foo().bar(test.foobar()).foo().bar(test.test1())
```
It's expected to it to print:
```
foo
foobar
bar: 0
foo
test1
bar: 1
```
But it seems to evaluate the arguments first right-to-left then the calls left-to-right:
```
test1
foobar
foo
bar: 0
foo
bar: 1
```
It can be a huge issue when the chained calls depends on the internal state of the previous calls, for example in my specific case I'm building a in-code animation utility simillar to Tween by chaining calls:
```gd
motion.prop("scale").key(motion.current()).ease_out(Vector2(1.25, 1.25), 0.1)
```
In this example, I need to set the property I want to animate first, then set the keyframes, `motion.current()` gets the current (current from node or from last added keyframe) value of the property track, in this case it would be the current node `scale` value, but it throws an error because it doesn't know from which property to get the current value, because it expects `prop` to be called first, then `current`, but it calls `current` first then `prop`

### Steps to reproduce

```gd
# test.gd
extends Node

class Test:
	func foo():
		print("foo")
		return self
	func bar(arg):
		print("bar: ", arg)
		return self
	func foobar():
		print("foobar")
		return 0.0
	func test1():
		print("test1")
		return 1.0

func _ready() -> void:
	var test = Test.new()
	test.foo().bar(test.foobar()).foo().bar(test.test1())
```
To compare the output without chaining:
```gd
class Test:
	func foo():
		print("foo")
		return self
	func bar(arg):
		print("bar: ", arg)
		return self
	func foobar():
		print("foobar")
		return 0.0
	func test1():
		print("test1")
		return 1.0

func _ready() -> void:
	var test = Test.new()

	test.foo()
	test.bar(test.foobar())
	test.foo()
	test.bar(test.test1())
```

### Minimal reproduction project

N/A
Repository: excalidraw
Issue: pan canvas using keyboard in view mode
Labels: enhancement,good first issue

When in view mode users should be able to pan canvas using the keyboard arrows.

- [ ] arrow left/right/up/down should move around
- [ ] holding arrow up + arrow left at the same time should move diagonally (ditto for other directions)
- [ ] the movement should have a very small falloff/decay. Meaning, if you release the key, it shouldn't stop immediately. Similarly for start. Similar to Miro.
Repository: next.js
Issue: [NEXT-1293] Server action redirect RSC response discarded - new request invoked
Labels: bug,linear: next

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 23.0.0: Mon May 22 22:52:05 PDT 2023; root:xnu-10002.0.40.505.5~4/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: 8.6.2
    Relevant packages:
      next: 13.4.7-canary.1
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
```


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

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/pawelblaszczyk5/cache-bug-reproduction

### To Reproduce

1. Start the dev server
2. Open index page
3. Submit form with button
4. Observe being redirected to a different page
5. Check network tab

### Describe the Bug

This bug started happening in the latest stable release `13.4.6` it still persists in the latest canary `13.4.7-canary.1`. It seems like the RSC tree from server action redirect response is ignored and the new request is being made. It happens only if we didn't visit the page that we're being redirected to before.

### Expected Behavior

Only one request for RSC should be made if I understand the stuff behind it correctly :smile

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

not relevant

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

not relevant

<sub>[NEXT-1293](https://linear.app/vercel/issue/NEXT-1293/server-action-redirect-rsc-response-discarded-new-request-invoked)</sub>
Repository: material-ui
Issue: [docs] Document implementing accessible Popovers
Labels: docs,accessibility,component: Popover

### 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/youthful-artem-ycvxvf?file=/src/App.tsx

Steps:

1. Enable screen reader (I used NVDA)
2. Tab over to button
3. Press Enter to open the Popover
4. Popover contents not read


### Current behavior 😯

Currently, when you open a Popover, its contents are not read by screen readers.

### Expected behavior 🤔

The contents of a Popover should be read by screen readers on open

### Context 🔦

I was building a pop-over help modal, but I didn't want a full-screen modal.

Popover seems like it should be the right choice, and it behaves broadly as it should including:
- Opening it focuses its contents
- Pressing `Escape` from withing closes it
- Pressing tab cycles through only elements within the Popover

However, screen readers do not correctly read its contents. When the dialog is opened, there is no screen reader feedback so you have no idea a dialog was opened or that your focus was moved into it.

I faffed around for over 2 hours trying to figure out why, and in the end I found out that its because the popover has a role of `generic` rather than `dialog`. By setting the role to `dialog`, opening the popover was announced as a dialog and the contents were read.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>
  System:
    OS: Windows 10 10.0.22621
  Binaries:
    Node: 19.4.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 3.6.0 - C:\Program Files\nodejs\yarn.CMD
    npm: 9.2.0 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: Not Found
    Edge: Spartan (44.22621.1848.0), Chromium (114.0.1823.41)
  npmPackages:
    @emotion/react:  11.11.0 
    @emotion/styled:  11.11.0 
    @mui/base:  5.0.0-beta.4 
    @mui/core-downloads-tracker:  5.13.4 
    @mui/icons-material:  5.11.16
    @mui/material:  5.13.4
    @mui/private-theming:  5.13.1
    @mui/styled-engine:  5.13.2
    @mui/system:  5.13.2
    @mui/types:  7.2.4
    @mui/utils:  5.13.1
    @types/react:  18.2.8
    react:  18.2.0
    react-dom:  18.2.0
    typescript:  5.0.4
```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: vscode
Issue: Use `ThemeIcon.color` for `QuickInputButton`
Labels: bug,quick-pick

I'm building a custom `QuickPick` that has a few `QuickInputButton`s that toggle whether certain items are shown/hidden. Right now I update the tooltip to reflect that pressing the button again will perform the opposite action, but I would like to also change the icon color to reflect that a certain feature is on or off (for example, use `button.foreground` when on and `button.secondaryForeground` when off).
Repository: next.js
Issue: `redirect` produces different return type for components declared with `function` and `const`
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:38:37 PST 2023; root:xnu-8792.81.3~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.14.1
      npm: 9.3.1
      Yarn: 1.22.19
      pnpm: 8.6.2
    Relevant packages:
      next: 13.4.7-canary.1
      eslint-config-next: 13.4.5
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
```


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

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://codesandbox.io/p/sandbox/reverent-hill-dm22tp?file=%2Fpages%2Findex.tsx%3A20%2C15

### To Reproduce

Just create two components that only call the `redirect` function and don't return anything else, but declare the first component using the `const` keyword and the second component using the `function` keyword.

### Describe the Bug

My goal was to create a route where a file is generated on the server and where the user then is redirected to another route where the generated file is served. For some reason i refactored the file generation into a separate component which then only calls the `redirect` function and doesn't return anything. Then i tried to render the component in the `page.tsx` file of the route and got the following typescript error.

```
'TestFunction' cannot be used as a JSX component.
  Its type '() => void' is not a valid JSX element type.
    Type '() => void' is not assignable to type '(props: any, deprecatedLegacyContext?: any) => ReactNode'.
      Type 'void' is not assignable to type 'ReactNode'.
```

It didn't make any sense to me because some time ago i already got it working like that and after some time i noticed the only difference was that i used `const` instead of `function` to declare the component in an earlier version where it worked. That's where i also noticed that the component, where `const` is used, returns `Promise<never>`, as i would expect, but the `function` component returns `Promise<void>` which leads to the typescript error in the parent component.

### Expected Behavior

I would expect that a component returns the same type `Promise<never>` regardless of wether the component was declared using `const` or `function`.

PS: sorry if this some expected javascript/typescript behaviour i didn't catch, it just weirded me out and took me quite some time to get behind so i thought i try to make my first ever bug report :D 

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

_No response_

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

_No response_
Repository: vscode
Issue: Merge Editor: Don't compute diff of result when result has been reset
Labels: bug,merge-editor
Repository: vscode
Issue: Allow extensions to opt-out of having a "contextualTitle" for a view
Labels: feature-request,tree-views

Currently extensions are forced to have a "contextual" title on their views, otherwise the name of the "home" container gets automatically tacked on to the view title as a prefix. I'm not sure I've really ever understood the value of this broadly (as opt-in it makes sense if your view title needs it), but it creates a far less than ideal experience for users in many cases.

For example, with GitLens, we have 3 "homes" for views -- Source Controls, GitLens, and GitLens Inspect. Views are grouped within these for optimized usage patterns, but users can drag these views out of those "homes" to better suit their needs. But once views get moved out of their home, they are forced to get prefixed.

So for example, if a user wants to drag the _File History_ view out of the GitLens Inspect side bar and into any other, it will end up with a `GitLens: ` prefix. It would be great if extensions could maybe set `contextualTitle` to `null` or have some other way to opt out of that behavior.

/cc @sbatten @sandy081
Repository: godot
Issue: Window receives two consecutive `NOTIFICATION_WM_WINDOW_FOCUS_OUT`
Labels: bug,topic:core

### Godot version

v4.1.beta.custom_build [9b4d36762]

### System information

Debian Linux 12

### Issue description

Consider the following scene-tree:
- Root Window
  - outer embedded Window
    - inner embedded Window

With a series of mouse-clicks one can send two consecutive `NOTIFICATION_WM_WINDOW_FOCUS_OUT` to the outer embedded window, without any `NOTIFICATION_WM_WINDOW_FOCUS_IN` in-between.

I would expect, that a Window receives in no situation two consecutive `NOTIFICATION_WM_WINDOW_FOCUS_OUT`.

### Steps to reproduce

1. Load and run MRP
2. Click LMB in the outer embedded window, but outside of the inner embedded window
3. Click LMB in the inner embedded window (now the outer window receives a `NOTIFICATION_WM_WINDOW_FOCUS_OUT`)
4. Click LMB outside of the outer embedded window (now the outer window receives a `NOTIFICATION_WM_WINDOW_FOCUS_OUT`)


### Minimal reproduction project

[BugDoubleWindow.zip](https://github.com/godotengine/godot/files/11772914/BugDoubleWindow.zip)
Repository: vscode
Issue: Delayed pty host startup can cause terminal service connection state to stay connecting
Labels: bug,remote,terminal-process

Repro:

1. Set `"terminal.integrated.developer.ptyHost.startupDelay": 10000`
2. Reload window
3. Create a terminal before pty host is connected
4. When pty host is connected, pretty ctrl+`, 🐛 the terminal is opened but not focused.

Relevant code:

https://github.com/microsoft/vscode/blob/8adc6e0aacfac34a5e15bad5d8e7f3f0d39a7b01/src/vs/workbench/contrib/terminal/browser/terminalService.ts#L266-L278