sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: cv.circle yields different circumference for thickness=1 and thickness = cv.FILLED
Labels: category: imgproc


##### System information (version)
- OpenCV => 4.5.1
- Operating System / Platform => MacOS, Python

##### Detailed description

if you use cv.circle to plot a circle onto an array, the circumference is different if the circle is drawn with thickness 1 and as filled circle. 

##### Steps to reproduce
 ```
    diam = 15
    cent = int(diam/2)
    radius = 5
    circ_kernel = np.zeros((diam,diam), dtype=np.uint8)
    ring = np.zeros_like(circ_kernel)
    filled = np.zeros_like(circ_kernel)
    
    cv.circle(ring, (cent,cent), radius, 1, thickness=1, lineType=cv.LINE_4)
    cv.circle(filled, (cent,cent), radius, 1, thickness=cv.FILLED, lineType=cv.LINE_4)
    diff = np.zeros_like(circ_kernel)
    diff[filled != ring] = 1
    print("ring", ring)
    print("filled", filled)
    print("diff",  diff)
    plt.figure()
    plt.subplot(131, title="ring")
    plt.imshow(ring)
    plt.subplot(132, title="filled")
    plt.imshow(filled)
    plt.subplot(133, title="diff")
    plt.imshow(diff)
 ```
yields:
![image](https://user-images.githubusercontent.com/1391236/165943770-0a3f0cc8-7b4f-4043-ab39-5d8183f89f1b.png)

So the outer circumference is different if it is filled or not. It is easiest to see in the diff. 

I would expect the outer circumference to be equal and the one circle is filled while the other isn't. 

(the shape of the circle is also asymmetric, but that is another issue).
Repository: react
Issue: Bug: `<select size value>` with `value` not matching any `option` results in first option being selected
Labels: Type: Bug,Component: DOM,Status: Unconfirmed



React version: 18.1.0, 17.0.2

## Steps To Reproduce

1. render `<select value="not-an-option" size="2"><option value="an-option">one</option></select>`


<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
-->

Link to code example: https://codesandbox.io/s/react-18-select-value-with-value-not-matching-option-wopmt9?file=/src/index.js

## The current behavior

The first option will be marked as selected

## The expected behavior

No option should be selected

https://github.com/facebook/react/issues/10691 was asking for a warning.
Repository: opencv
Issue: Open EXR files, how to enable?
Labels: question (invalid tracker),category: imgcodecs

I am trying to open and exr file in opencv; I know that this feature had been disabled and i also know that you are supposed to enable it with the OPENCV_IO_ENABLE_OPENEXR option. I however for the life of me cant figure out how to enable this. If someone can help me figure out how to get this enabled it would help me so much! Any advice is really appreciated!
 i am using the prebuild opencv download and am running it in c++ visual studios
Repository: angular
Issue: Discrepancy between ActivatedRoute#queryParams and the current URL when handling empty arrays
Labels: area: router,P5

### Which @angular/* package(s) are the source of the bug?

router

### Is this a regression?

No

### Description

I've recently noticed a case where the query parameters in the URL and the query parameters given by Angular diverge whenever using the navigate method and passing an empty array to a query parameter after it first had a "correct" value, and I'm not sure if this is intended behaviour or not.

a simple reproduction would be this
```ts
this.route.queryParams.subscribe((queryParams) => {
  console.log('queryParams', queryParams);
});

this.router.navigate([], {
  queryParams: {
    countries: [1, 2, 3],
  },
}).then(() => {
  this.router.navigate([], {
    queryParams: {
      countries: [],
    },
  });
});
```

upon navigating, the URL wouldn't have any query parameters, however, the log would give out `{ countries: [] }`.

### Please provide a link to a minimal reproduction of the bug

[Stackblitz link](https://stackblitz.com/edit/angular-ivy-8szkwd?file=src/app/countries/countries.component.ts)

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```
Angular CLI: 13.2.0
Node: 16.13.0
Package Manager: npm 8.1.0
OS: darwin x64

Angular: 13.2.0
... animations, cdk, cli, common, compiler, compiler-cli, core
... forms, localize, material, platform-browser
... platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1302.0
@angular-devkit/build-angular   13.2.0
@angular-devkit/core            13.2.0
@angular-devkit/schematics      13.2.0
@schematics/angular             13.2.0
rxjs                            7.5.2
typescript                      4.5.5
```

### Anything else?

_No response_
Repository: vscode
Issue: [Feature Request] Add Apple Translate to the context menu
Labels: feature-request

Sometimes I happened to download some source code where the comments were in 🇨🇳 Chinese language, the integration of Apple [Translate](https://en.wikipedia.org/wiki/Translate_(Apple)) would be usefull within the context menu of vscode (only macos). 

It happens that in the source code developers write notes in other languages ​​other than English, this simple integration could solve many problems of misunderstanding.

<img width="316" alt="Screenshot 2022-04-29 at 17 02 24" src="https://user-images.githubusercontent.com/442844/165971195-6b10b681-68e5-4940-b4d1-7d7a45410f73.png">
Repository: godot
Issue: Color picker closes a few seconds after changing editor settings (fixed in `master`)
Labels: bug,topic:editor,confirmed,usability

### Godot version

v3.4.4.stable.official.419e713a2

### System information

Windows 11 64bit, i7-7700k, GTX 1080, 16GB RAM

### Issue description

When opening a color picker, specifically with choosing an editor theme color in this case, the color picker closes randomly. This makes it very difficult to try and pick a specific color.

### Steps to reproduce

In any project, try changing the color of your editor theme (or changing any color picker it seems). Sometimes it closes rather often, other times not so much. Seems random to me.

Here is a video of me just clicking/sliding some options around to try and get it to close.

https://user-images.githubusercontent.com/104639143/165971051-fa624357-b33f-4d31-8e11-23417af8540f.mp4



### Minimal reproduction project

_No response_
Repository: flutter
Issue: Flutter web: The Image.memory makes the web page freeze for a period of time when uploading/downloading an image that has a big size
Labels: c: performance,platform-web,a: images,e: web_canvaskit,P3,found in release: 2.10,found in release: 2.13,team-web,triaged-web

When a user uploads an image that has a big size, the application will freeze at the moment(Is the app calculating?).

How to fix it to smooth. The Image.network has a leadingBuilder property but the Image.memory doesn't have this property.

And another similar problem. When the Image.memory is assigned in the x parameter and another widget is y. When I use setState for swapping the widget x and y in the Card widget. The web always freezes for a while that the widget swap from y to x(From another widget to Image.memory widget that contains the image with big size).

For the example:

https://user-images.githubusercontent.com/59549741/165982975-51cbbe78-1c3e-4392-95a0-2654395c68b3.mp4

How to fix this?
I want to make the app work smooth.
If the image has a big size, the app shows an indicator that when the app is processing.
And the app shouldn't reload the image widget every time that the widget was toggled by setState.
Repository: flutter
Issue: Create an integration test to validate static web asset when fetching via http request
Labels: team-infra,P3,triaged-infra

Cocoon has logic to fetch web static asset, like getting repo branch info. We should have an integration test to validate these assets are valid.

One recent regression happens when mirror:cocoon switched from `master` to `main` and caused half of a row to be purple: https://github.com/flutter/flutter/issues/102825
Repository: TypeScript
Issue: Have hover tooltips show instantiated / computed types when selection is multiple characters
Labels: Suggestion,In Discussion,Domain: Quick Info

# Suggestion


## 🔍 Search Terms

intellisense hover type debugging selection

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

Under the following conditions:

* An area of code is selected (>=1 characters) 
* The selection is a single node in the AST, ignoring whitespace
* The user has triggered a hover within that selection

...can the language service report the computed type of the selected node, either instead of or in addition to the normal hover info?

## 📃 Motivating Example

I don't know of a way to get language services to show what `MyA<OtherType>` computes to in [this Playground example with nested type generics](https://www.typescriptlang.org/play?#code/C4TwDgpgBAsiCCAeAKgPigXigbygNwEMAbAVwgC4pkoBfAKDtElhACEV0sBtZAGioC6AbgZNoAeWAALCACdk4aFgDkACQCWAQmWjFLAMKYW7OEkkz5i1KiA).

The next best strategy is to make intermediate types and/or variables to debug though. It's kind of a pain.

## 💻 Use Cases

This Tweet inspired by looking at @markerikson's talk about complex Redux-area types being annoying to debug through 😄. https://twitter.com/JoshuaKGoldberg/status/1520079650055204866
Repository: godot
Issue: Cannot Get External Storage Permissions with Android Custom Build Enabled
Labels: bug,platform:android,topic:porting

### Godot version

3.4.4 Stable

### System information

Windows 10, Installing on Android 12.

### Issue description

When using the Android permissions READ_EXTERNAL_STORAGE and/or WRITE_EXTERNAL_STORAGE, these permissions are unable to be prompted for, or granted when using a custom Android build.

When using **no custom build**, with Write External Storage and Read External Storage enabled under the Android Export permissions section, running `OS.request_permissions()` successfully prompts for the storage permissions, and granting them works perfectly as well.

However, when **using a custom build**, with the same permissions checked under the Android Export permissions section, running `OS.request_permissions()` doesn't prompt for the storage permissions, and these storage permissions also do not show under the App Info>Permissions section in Android's settings. Even when manually adding
`<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"></uses-permission>`
`<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"></uses-permission>`
to the custom build's AndroidManifest.xml file, these permissions seemingly cannot be prompted for, or manually granted under App Info.

As a comparison, enabling and prompting for (using `OS.request_permissions()`) "Read SMS" (`android.permision.READ_SMS` in the .xml file) successfully prompts, and enables the SMS permissions, even with Android Custom Build enabled, suggesting this issue is only regarding External Storage permissions.

### Steps to reproduce

Using the Minimal Reproduction project (which is simply a project with a single button, and "blank"/stock Android custom build template installed), here's how you can replicate this behaviour:

- **Be sure to install an Android Build Template, as it was too large to include in the attatched .zip!**

- Disable `Use Custom Build` in the Android Export menu.
- Make sure Read External Storage and Write External Storage are checked under the export "Permissions" section.
- Enable another permission, such as Read SMS, to be prompted for.
- Export/Deploy the project onto an Android device. Clicking the button should successfully prompt for both the Storage and SMS permissions.

**Uninstall the application from your Android device, so all permissions get revoked.**

Then:
- Enable `Use Custom Build` in the Android Export menu.
- Verify Read External Storage and Write External Storage are checked.
- Verify an additional permission, such as Read SMS, is checked.
- Export/Deploy the project onto an Android device. Clicking the button should successfully prompt for the SMS permission, but not the Storage permissions.

- Manually adding or removing storage permission tags to the custom build's AndroidManifest.xml file should **not** have any effect on whether these permissions are prompted for, or seen under App Info.

### Minimal reproduction project

[AndroidPermissionTest.zip](https://github.com/godotengine/godot/files/8592745/AndroidPermissionTest.zip)
Repository: flutter
Issue: [pigeon] Allow re-ordering parameters in ObjC signature specs
Labels: c: new feature,platform-ios,package,p: pigeon,P3,team-ios,triaged-ios

This may be more trouble than it's worth, but I'd like to at least consider it. In https://github.com/flutter/plugins/pull/5341 a lot of ObjC method names were pretty tortured because they have to follow the order of the Dart method, but the API in question was instance-based so always started with the instance in question.

This made for things like `setFooForInstance:toFoo:`. It would be nice if when supported the ability to re-order parameters with some specialized (optional) syntax. E.g., `setFoo:[2]forInstance:[1]`. We'd have to make the generator re-order the parameter array to match, as well as validate the input (making sure that if any of the parameter IDs are given, then all of them are given exactly once).

/cc @gaaclarke @bparrishMines @cyanglaz
Repository: flutter
Issue: fml::WriteAtomically is not atomic on windows
Labels: engine,P2,team-engine,triaged-engine

For more context see: https://github.com/flutter/engine/pull/33003#discussion_r862092106

This function did not work, hence the disabled test. To make impellerc usable, we're going to add a workaround so it can at least output the file correctly. We should go back and make sure it is actually atomic, by fixing the sharing violation thrown when using the copy from temp file approach.
Repository: terminal
Issue: Terminal env vars (`WT_SESSION`, etc) aren't set when set as the Default Terminal
Labels: Product-Terminal,Issue-Task,Priority-2,Area-DefApp

### Windows Terminal version

1.12.10983.0

### Windows build number

10.0.22000.0

### Other Software

_No response_

### Steps to reproduce

Change settings to launch terminal instead of command shell.
Close instances of terminal
Run powershell/pwsh
Check $env:WT_PROFILE_ID
See that it is blank

### Expected Behavior

$ENV:WT_PROFILE_ID should never be blank, because having a blank profile ID disables changing settings for that profile.

### Actual Behavior

$ENV:WT_PROFILE_ID is not set when terminal is launched with pwsh/powershell, after changing system settings.
Repository: pytorch
Issue: AttributeError: '_thread._local' object has no attribute 'rel_tol' (cannot use TestCase.assertEqual from other threads)
Labels: module: tests,triaged,better-engineering

### 🐛 Describe the bug

In a test case, write:

```
    def test_foo(self):
        import threading
        def foo():
            self.assertEqual(torch.zeros(2), torch.zeros(2))
        t = threading.Thread(target=foo)
        t.start()
        t.join()
```

This will fail with

```
Traceback (most recent call last):
  File "/private/home/ezyang/pytorch-tmp-env/lib/python3.8/threading.py", line 932, in _bootstrap_inner
    self.run()
  File "/private/home/ezyang/pytorch-tmp-env/lib/python3.8/threading.py", line 870, in run
    self._target(*self._args, **self._kwargs)
  File "test/test_decomp.py", line 300, in foo
    self.assertEqual(torch.zeros(2), torch.zeros(2))
  File "/private/home/ezyang/pytorch-tmp/torch/testing/_internal/common_utils.py", line 2202, in assertEqual
    rtol_override=self.rel_tol,
  File "/private/home/ezyang/pytorch-tmp/torch/testing/_internal/common_device_type.py", line 302, in rel_tol
    return self._tls.rel_tol
AttributeError: '_thread._local' object has no attribute 'rel_tol'
```

A non-contrived situation this can occur is a `__torch_dispatch__` invocation inside of an autograd backwards thread; you are unable to do test asserts from inside this callback.

### Versions

master

cc @mruberry
Repository: godot
Issue: Major framerate drop on Windows when moving mouse in very simple project, unless profiling
Labels: bug,platform:windows,topic:rendering,confirmed,topic:input,performance

### Godot version

v3.4.2.stable.official [45eaa2daf]

### System information

Windows 10, GLES 3, Geforce GTX 970, Core i7-4790, 32GB RAM

### Issue description

The combination of the following observations leads me to believe there's a bug in the engine causing a severe performance drop when handling rapid mouse movement:

- With Vsync off, my game runs at over 1000FPS, regardless of mouse movement.
- With Vsync on, my game runs at 60FPS until I start rapidly moving the mouse - then FPS drops significantly, sometimes below 30FPS.
- When I enable profiling in the editor, the framerate drop no-longer occurs.

That last point is the most puzzling; I would expect profiling to slow things down, not speed them up.

I have stripped down my game project to a bare minimum repro; a Sprite node that follows mouse movement, and a label that reports the current FPS. I'm not sure what other details of my repro project may be relevant, as starting from a blank slate I was not immediately able to reproduce the problem.

I am not normally using Vsync via Compositor, but turning that option on makes the problem worse.

Note that I only see this issue on Windows; it does not happen on Mac or Linux.

### Steps to reproduce

Unzip the attached project, open it in the Godot editor, and run. Then, rapidly move the mouse around inside the window.

Observed result: The label shows "60 FPS" when the mouse is still, and drops to lower numbers while the mouse is moving, at least as low as 31 FPS.

### Minimal reproduction project

[InputRepro.zip](https://github.com/godotengine/godot/files/8595456/InputRepro.zip)
Repository: pytorch
Issue: OpInfo CUDA bfloat16 support detection is buggy
Labels: module: tests,triaged,better-engineering

### 🐛 Describe the bug

On my CUDA enabled machine:

```
(/private/home/ezyang/pytorch-tmp-env) ezyang@devfair040:~/pytorch-tmp$ nvidia-smi
Fri Apr 29 19:12:09 2022       
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 470.57.02    Driver Version: 470.57.02    CUDA Version: 11.4     |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|                               |                      |               MIG M. |
|===============================+======================+======================|
|   0  Quadro GP100        On   | 00000000:81:00.0 Off |                    0 |
| 26%   33C    P0    31W / 235W |      1MiB / 16278MiB |      0%      Default |
|                               |                      |                  N/A |
```

OpInfo db says that, for example, addbmm supports bfloat16

```
           dtypesIfCUDA=floating_and_complex_types_and(torch.float16,
                                                       *[torch.bfloat16] if (CUDA11OrLater or TEST_WITH_ROCM) else []),
```

but my cublas does not support it

```
RuntimeError: CUDA error: CUBLAS_STATUS_NOT_SUPPORTED when calling `cublasGemmStridedBatchedExFix(handle, o
pa, opb, (int)m, (int)n, (int)k, (void*)&falpha, a, CUDA_R_16BF, (int)lda, stridea, b, CUDA_R_16BF, (int)ld
b, strideb, (void*)&fbeta, c, CUDA_R_16BF, (int)ldc, stridec, (int)num_batches, CUDA_R_32F, CUBLAS_GEMM_DEF
AULT_TENSOR_OP)`
```

This is probably because my GPU is too old. What we probably need to do is test compute capability instead.

### Versions

master

cc @mruberry
Repository: pytorch
Issue: OpInfo incorrectly advertises lu_solve support on CUDA even when compiled without magma
Labels: module: tests,triaged,better-engineering,module: linear algebra

### 🐛 Describe the bug

```
ERROR: test_comprehensive_linalg_tensorsolve_cuda_complex128 (__main__.TestDecompCUDA)                     
...
RuntimeError: Calling torch.lu_solve on a CUDA tensor requires compiling PyTorch with MAGMA. Please rebuild
 with MAGMA.
```


### Versions

master

cc @mruberry @jianyuh @nikitaved @pearu @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: opencv
Issue: i make a thread, in it, cv::VideoCapture  open a local video path, open is ok, but when i capture.read(srcImage) false, the image is empty? how it?
Labels: category: videoio,incomplete

window 
Qt
opencv454
Repository: pytorch
Issue: MeanVarianceNormalization
Labels: feature,module: nn,triaged,module: norms and normalization

### 🚀 The feature, motivation and pitch

[Onnx](https://github.com/onnx/onnx/blob/main/docs/Operators.md#MeanVarianceNormalization) lets you chose which axes you are normalizing over.

However, pytorch only supports normalization of a limited set of axis:

For input of shape `(N, C, L)`, batch norm lets you normalize over `N`, and `L`, layer norm lets you normalize over `C`, and `L`. 

However, there is no support for normalizing over `N` and `C`. Which is something you would want to do if your input has the channels in the L (`-1`) axis i.e. `(N, L, C)` input.

### Alternatives
```
def MeanVarianceNomralization(input, dims):
    standard_deviation = torch.std(input, dim=dims, keepdim=True)
    mean = torch.mean(input, dim=dims, keepdim=True)
    return (input - mean) / (standard_deviation + 0.0001)
```

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345