sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Vulkan: Glitching and laggy UI on Wayland
Labels: bug,platform:linuxbsd,topic:rendering,topic:porting,confirmed,topic:thirdparty

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

stable 4.0 (although present in last rc)

### System information

Fedora Linux 37 (Workstation Edition)

### Issue description

[Here](https://user-images.githubusercontent.com/43365376/222218670-92e2b1f3-e7f5-45ac-8441-b1f66751e97c.webm)'s a video of me opening and closing some nodes for reference

This bug appeared in the last RC, and is still there in stable.
This glitchy effect is not just affecting node trees, but all the other "toggleable" menus and such, like directories, properties and etc.

### Steps to reproduce

Not sure how to reproduce this, but here are more info about my PC which might help track it down

CPU: AMD Ryzen™ 5 4600H with Radeon™ Graphics × 12
GPU: NVIDIA GeForce GTX 1650 Ti

I'm running Wayland, with nvidia driver version being `525.89.02-1.fc37`

### Minimal reproduction project

Bug is not specific to a project
Repository: vscode
Issue: Disassembly View: Add text field to go to specific instruction
Labels: feature-request,debug,debug-disassembly

<!-- ⚠️⚠️ 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. -->
It would be great if you could add a text box (or even a drop down) that would allow a user to go directly to a specific instruction by typing it in and pressing "Enter". 

I'm open to different UX experiences for this, but it would be great to support it somehow
Repository: create-react-app
Issue: Add support for "cacheDirectory" and "coverageDirectory" jest options
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Getting this error:
![image](https://user-images.githubusercontent.com/70687432/222224517-e8445155-a077-4302-b921-994800139232.png)

### Describe the solution you'd like

Add support for "cacheDirectory" and "coverageDirectory" jest options

### Describe alternatives you've considered

It is possible to use "eject" option.
It is possible to rename "coverage" folder after each test.

### Additional context

I prefer to have ".coverage" instead of "coverage"
Repository: TypeScript
Issue: Exclude completions of binding pattern variable initializers
Labels: Suggestion,Domain: Completion Lists,Experience Enhancement

# Bug Report

Completions from binding pattern variable initializers are included, but they shouldn't

### 🔎 Search Terms

no suggestions const destruct destructure

### 🕗 Version & Regression Information

Copied from available fix https://github.com/microsoft/TypeScript/pull/52723 :

```ts
const {a1} = a/* should not complete a1 */
```

Real world case:

```ts
let pageToReturn

const { data: pageData } = await octokit.repos.listTags({
    page: page /* pageData is suggested first */
})
```

Some kind of follow up for https://github.com/microsoft/TypeScript/pull/42087
Repository: godot
Issue: Can't hit escape to close editor popup after clicking away
Labels: bug,topic:input,topic:gui

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

Open Project Settings or anything, click off the window, press 'escape', window doesn't close, but also nothing else can be clicked on, implying the popup is blocking all input.

https://user-images.githubusercontent.com/7292421/222234908-d4b665e5-da7b-43f6-802b-e922b9c89c4d.mov



### Steps to reproduce

Open project
click project settings
click off the popup
press escape

### Minimal reproduction project

.
Repository: godot
Issue: Putting a CanvasGroup node inside another CanvasGroup node makes it not visible
Labels: topic:rendering,documentation,topic:2d

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

Putting a canvas group node inside another one makes it invisible. Removing it will also make it stuck invisible unless you undo.

https://user-images.githubusercontent.com/7292421/222235810-859c529f-4c34-4097-ba5c-fd8d4b2530e2.mov



### Steps to reproduce

make a canvas group node, add a sprite as a child, add it as a child to another canvas group node

### Minimal reproduction project

[CanvasGroupBug.zip](https://github.com/godotengine/godot/files/10864386/CanvasGroupBug.zip)
Repository: flutter
Issue: [Impeller] Allow toggling the Metal Performance HUD in Flutter apps.
Labels: engine,P3,e: impeller,team-engine,triaged-engine

Detailed in ["Discover Metal Performance HUD"](https://developer.apple.com/videos/play/tech-talks/110339/).
Repository: godot
Issue: Changing z index on sprite in canvas group makes it not be part of the canvas group
Labels: bug,topic:core,topic:rendering,usability,topic:2d

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description


https://user-images.githubusercontent.com/7292421/222236693-60712e11-b809-42bf-837d-81482f70a1ff.mov

Sprites in a canvas group cannot have z_indexes changed, even is it's relative to each other and not the parent node


### Steps to reproduce

Make a canvas group node, add two sprites to it, darken its self-modulate.
Change the z_index on one of the sprites. It will change to normal color, even if z_index is set to relative.

### Minimal reproduction project

[CanvasGroupBug.zip](https://github.com/godotengine/godot/files/10864422/CanvasGroupBug.zip)
Repository: godot
Issue: "Nonexistant function" for C# functions returning a 2-d array
Labels: bug,topic:dotnet

### Godot version

4.0.stable

### System information

Windows 11

### Issue description

see the code below. running the project I got a "Nonexistant function" error.

while changing return type to `int[]` the error disappeared so I'm pretty sure it was not typo...

and fyi the code works in 3.5

### Steps to reproduce

basic code for reproducing
```
c#:
public int[,] MyFunc()
{
    return new int[1, 1] { { 1 } };
}

GDScript:
var my_csharp_script = load("res://path_to_cs_file.cs")
var my_csharp_node = my_csharp_script.new()
var res = my_csharp_node.MyFunc()
```

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Always on Top: Stale pinned window border when switching to windows on other virtual desktops
Labels: Issue-Bug,Product-Always On Top,Needs-Team-Response,Status-Reproducible

### Microsoft PowerToys version

0.67.1

### Installation method

Chocolatey

### Running as admin

No

### Area(s) with issue?

Always on Top

### Steps to reproduce

0. In Windows Settings > System> Multi-tasking, set _On the taskbar, show windows that are open on..._ to _All desktops_.
1. Open two windows on two different desktops, focus one of them, and toggle _Always on Top_ for that window.
2. Switch to another window on a different virtual desktop directly by selecting it in the taskbar.
3. Switch back to the pinned window on the original virtual desktop.



### ✔️ Expected Behavior

The pinned window border stays in sync with the pinned window's visibility.

### ❌ Actual Behavior

2. Switch to another window on a different virtual desktop directly by selecting it in the taskbar.
    * The pinned window border is "left behind" on the selected desktop.
    * Interacting with the newly-focused window does not affect the stale border.
    * Changing focus (selecting any other window or the desktop) clears the stale border.

3. Switch back to the pinned window on the original virtual desktop.
    * The pinned window border is missing from that window.
    * Interacting with the window does not restore the border.
    * Changing focus restores the border.

https://user-images.githubusercontent.com/4025899/222240382-efd4cef7-1b53-4758-bd38-9379afa0d968.mp4

### Other Software

Appears to be reproducible with any window, regardless of state (maximized/restored, elevated/not etc.).

No difference when running as administrator.
Repository: next.js
Issue: EACCESS when using create-next-app in current folder (existing git repository)
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
None of the above command worked, sorry
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

CLI (create-next-app)

### Link to the code that reproduces this issue

There's no code because I couldn't create the app, and it seems my git config file is now corrupted so I can't push the repository anymore.

### To Reproduce

1. created a new git repository using GitHub Desktop
2. opened a terminal inside the repository's folder and ran `npx create-next-app . --typescript`
3. answered the prompts as follow:
✔ Would you like to use ESLint with this project? … No / Yes
✔ Would you like to use `src/` directory with this project? … No / Yes
✔ Would you like to use experimental `app/` directory with this project? … No / Yes
✔ What import alias would you like configured? …  "@/components/*": ["components/*"]

And that's when the installation aborted

### Describe the Bug

Installation aborted with the following error message
```
Aborting installation.
Unexpected error. Please report it as a bug:
 [Error: EACCES: permission denied, open '/Users/axelle/Documents/Dev/next-tests/.git/objects/74/b23aac600e7b44553819b5e1b1a5b6351865be'] {
  errno: -13,
  code: 'EACCES',
  syscall: 'open',
  path: '/Users/axelle/Documents/Dev/next-tests/.git/objects/74/b23aac600e7b44553819b5e1b1a5b6351865be'
}
```

### Expected Behavior

I expected the installation to proceed smoothly to the end

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: vscode
Issue: Find in files: Inconsistent search results when using regex and whole word matching
Labels: bug,search,confirmed

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Does this issue occur when all extensions are disabled?: **Yes**

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- VS Code Version: 1.76.0
- OS Version: Windows 10 22H2

Steps to Reproduce:

As an example, looking for method calls with an argument:

```python
def one():
    target()

def two():
    target(arg=1)

def three():
    target(arg=2)
```

Initially I did a whole-word regex search for `target\([^)]`, which matched all the calls providing at least one argument (i.e. `two` and `three` here).

Spread across multiple files, I found that after selecting a match in the search result list to open one file, and then selecting one in a different file, the first result disappeared from the search results.  This is presumably because with whole-word enabled, these shouldn't actually match unless the argument is a single character, which for `arg` here is not the case.

Testing again now on a different machine, it seems the incorrect matches don't show with multiple candidate files open.  If _no_ files are open, candidates from all files are shown.  With one file open, candidates from that file are shown but not the others.

Whole-word matching does appear to apply correctly in other cases (e.g. here, `target` is correctly matched whole-word so that the likes of `othertarget` don't match).
Repository: godot
Issue: Clip+Draw on parent plus Clip Only on child has different behavior on opengl and vulkan
Labels: bug,topic:rendering,topic:2d

### Godot version

4.0.stable

### System information

windows 10, nvidia graphics

### Issue description

Setting "Clip+Draw" on a parent and "Clip Only" on it's direct child is an easy way of creating masks for "carving out" part of the parent image, similar to how light masks worked on godot 3.

But unfortunately it only works on vulkan. On opengl the child image is drawn all white.

On vulkan

![Screenshot (295)](https://user-images.githubusercontent.com/5783414/222256971-2392035b-12f4-436a-9e31-e0fafae56ec0.png)

On opengl

![Screenshot (294)](https://user-images.githubusercontent.com/5783414/222256998-5b3853cd-f323-47fd-a200-15d84399c3a0.png)

### Steps to reproduce

1. On an empty scene, create a sprite and set clip_children to Clip+Draw
2. Create a new sprite as a child and set clip_children to Clip Only and make it smaller than the parent
3. Set the renderer to mobile or forward+ and notice how the child sprite "carves out" the parent sprite, showing what's behind the parent
4. Then set the renderer to compatibility and notice how the child sprite is drawn all white (except any transparent parts, which show the parent behind)

### Minimal reproduction project

[ClipNDrawOnParentPlusClipOnlyOnChildWorksDifferentOnOpenGl.zip](https://github.com/godotengine/godot/files/10865004/ClipNDrawOnParentPlusClipOnlyOnChildWorksDifferentOnOpenGl.zip)
Repository: pytorch
Issue: Let Nested Tensor Metadata be cached on GPU
Labels: triaged,module: nestedtensor

### 🚀 The feature, motivation and pitch

Filing this issue to track https://github.com/pytorch/pytorch/pull/95518#discussion_r1117869931

Currently nested tensor metadata lives on the CPU. This means that when we construct a nested tensor from say a tuple of (Tensor values, Tensor offsets) that live on the GPU, constructing the nested tensor metadata (e.g. seq_len column of sizes) will incur a sync. 

We want to treat a copy of the metadata on the GPU like a cached value with the ground truth being readily available on the CPU.

At a high level, if Tensor values, Tensor offsets are on GPU, then we can create the GPU copy of the metadata and send it to the CPU using non_blocking=True to a avoid a sync.

More design is needed.

### Alternatives

_No response_

### Additional context

_No response_

cc @cpuhrsch @jbschlosser @bhosmer @drisspg
Repository: godot
Issue: Using export_multiline should default to a blank string, not null
Labels: enhancement,topic:editor,usability

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

Using @export_multiline and then not defining the variable causes the inspector to show `<null>` when it should show nothing.



### Steps to reproduce

Make a script, add this line

`@export_multiline var dialog`

look in inspector window

### Minimal reproduction project

N/A

*Bugsquad edit:* Added mark up for `<null>` in the description, so GitHub does not show it as an empty string.
Repository: PowerToys
Issue: The translation does not appear complete, as the program must have a limit on the display!
Labels: Product-Settings,Area-Localization,Needs-Triage

### Description of the new feature / enhancement

![image](https://github.com/microsoft/PowerToys/assets/11423362/55547b7d-57a2-4f9f-a928-92b30150daf1)

I think that here too the translation of the menu could be the same one that appears with the option "Explorador de Arquivos"
Even in the newest version it is still not possible to read the option completely!

### Supporting information

_No response_
Repository: ant-design
Issue: Radio/checkbox custom renderer
Labels: Inactive

### What problem does this feature solve?

It would be nice to customize the rendering of a checkbox or radio.
So that i can create image buttons

example
https://codepen.io/barisgurenc/pen/KLVNoR

### What does the proposed API look like?

i did not have a proposed api look

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: [html] Path completion isn’t working with the `srcset` attribute
Labels: feature-request,html

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.76.0 (Universal)
- OS Version: macOS Ventura 13.2.1 / Darwin arm64 22.3.0

Steps to Reproduce:

1. Use Emmet or manually type in the following tag: `<img src="" srcset="">`
2. Position your cursor inside the `""` for `src` & type a `/`. You can now use autocomplete to complete the path to the image you wish, e.g., `/images/products/foo.jpg` — perfect!
3. Position your cursor inside the `""` for `srcset` & type a `/`. You cannot use autocomplete to easily enter in the path to the image you wish, e.g., `/images/products/foo.webp`. You have to manually type out the path. This is a problem. Autocomplete should work in both `src` AND in `srcset`.
Repository: PowerToys
Issue: Scientific notation option for PowerToys Run calculator
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

An option to have the calculator change the output to be in the form of scientific notation when a chosen number of places has been reached. 

### Scenario when this would be used?

Instead of having lots of leading zeros it would be nice to have the option to have an output of scientific notation. While working with extremely small numbers, no output is shown.  

### Supporting information

_No response_
Repository: flutter
Issue: Opacity flashing fix introduced chicken and egg issue with opacity inheritance
Labels: engine,P2,team-engine,triaged-engine

The fix for https://github.com/flutter/flutter/issues/120455, introduced in https://github.com/flutter/engine/pull/39690 caused a shift in some of the memory benchmarks that measure cache usage from picture caching to layer caching.

This wasn't predicted, but is to be expected due to the nature of the fix. Without the fix we get noticeable flashing so reverting the fix isn't appropriate and the memory merely shifted rather than increased and the time metrics didn't flag a regression. So, there is no big practical measurable regression from this issue.

Picture metrics decreasing:
https://flutter-flutter-perf.skia.org/e/?begin=1676609568&end=1676681408&keys=X91060e41b7e82bf83ef90d3fe5f84a35&num_commits=50&request_type=1&xbaroffset=33419

Layer metrics increasing:
https://flutter-flutter-perf.skia.org/e/?begin=1676609568&end=1676681408&keys=X854efad91537cb086050237bfad88626&num_commits=50&request_type=1&xbaroffset=33419

The root cause is that picture layers used to declare themselves as able to inherit opacity when they became eligible to cache. The problem is that "eligible to cache" doesn't mean that they will be successful. In particular, we only allow 3 pictures to cache per frame so if there were more than 3 children than all of them might say they can inherit opacity, but only 3 would be telling the truth. The fix requires the children to wait until they successfully cache themselves before they declare that they can inherit opacity. The problem is that if the parent is caching the children then it will tell the children not to cache themselves. This policy prevents double-caching where the parent is caching the children who are also caching themselves. Unfortunately, since the children can never cache themselves, they also never declare that they can inherit opacity. Thus, a chicken and egg situation.

The fix will require some careful decisions about the eligibility and potential eligibility of the children to cache themselves and thus inherit opacity.
Repository: opencv
Issue: Code crashes using DNN_BACKEND_INFERENCE_ENGINE and YoloV7 while inferring 
Labels: bug

### System Information

OpenCV version: 4.7.0
Operating System / Platform: Windows 10
OpenVINO version: 2022.3

### Detailed description

When inferring YoloV7 model using DNN_BACKEND_INFERENCE_ENGINE I'm getting the following error:

C:\Users\cesar.gouveia\Projects\opencv-4.7.0\build\x64\Release\TestFaceMeshOpenCV477.exe (process 17184) exited with code -1073740791.

I will try to investigate further in detail in the following days so that I can get you a more informative error message.



### Steps to reproduce

```
#include <iostream>
#include <filesystem>
#include <chrono>
#include <thread>
#include <fstream>

#include <opencv2/imgproc.hpp>
#include <opencv2/dnn.hpp>
#include <opencv2/core.hpp>
#include <opencv2/highgui.hpp>

int main(int argc, char** argv)
{
    std::string imageToTest = "C:/Lixo/img1.jpg";
    std::string modelToTest = "C:/Users/cesar.gouveia/Projects/vbobjectdetectionmodels/yoloV7.onnx";
    int modelInputWidth = 256;
    int modelInputHeight = 320;
    cv::Size modelInputSize = cv::Size(modelInputWidth, modelInputHeight);

    cv::dnn::Net net = cv::dnn::readNetFromONNX(modelToTest);

    net.setPreferableBackend(cv::dnn::DNN_BACKEND_INFERENCE_ENGINE);
    net.setPreferableTarget(cv::dnn::DNN_TARGET_CPU);

    cv::Mat img = cv::imread(imageToTest);
    cv::Mat resized;
    cv::resize(img, resized, modelInputSize);

    std::vector<cv::Mat> imgbatch = { resized };
    bool swaprbchannels = false;
    cv::Mat blob = cv::dnn::blobFromImages(imgbatch, 1.0, cv::Size(), cv::Scalar(), swaprbchannels, false, CV_32F);

    net.setInput(blob);

    std::vector<cv::String> unconnectedOutLayerNames = net.getUnconnectedOutLayersNames();

    std::vector<cv::Mat> outputs;
    outputs.clear();

    net.forward(outputs, unconnectedOutLayerNames);

    std::cout << outputs[0].size[0] << std::endl;
}
```

This is the model (YoloV7 tiny):
[yoloV7.zip](https://github.com/opencv/opencv/files/10863683/yoloV7.zip)


### 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)