sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: child window focusing and layering issue. Auto closes/refocuses.
Labels: bug,topic:gui

### Godot version

4.1.1.stable.mono.official [bd6af8e0e]

### System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2080 with Max-Q Design (NVIDIA; 31.0.15.3598) - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 Threads)

### Issue description

Any time an information pop up menu or a dropdown menu or any other kind of child window pops up, it focuses for a second or two before "disappearing". It seems like every time this happens it's layering the child menu below the main menu rather than deleting it? I say so because every time that I make Godot a window rather than full screen and having the tool-tip/pop-up/drop-down/etc. partially offscreen, it seems to persist indefinitely until I interact with the main menu again and if I move my mouse over to the child window and interact with it, Godot honors whatever request I make of that menu (this is assuming it's something like a submenu in which one can give an input). I've provided some examples:
![Capture](https://github.com/godotengine/godot/assets/15915424/f47ba3a5-7083-4bb4-99ef-2e9650868c64)
![Capture1](https://github.com/godotengine/godot/assets/15915424/fa54a33b-0ec5-49db-ad3f-10b367ec46a7)
![Capture2](https://github.com/godotengine/godot/assets/15915424/e724a149-7a19-492f-b16a-d280f8d7c39e)
![Capture3](https://github.com/godotengine/godot/assets/15915424/7070554e-1a00-495a-8a02-469384a30715)


### Steps to reproduce

Create a project. Open up a scene. Either open up a submenu, or other such child window, and wait a second or three. It'll "disappear". Make your Godot project windowed and initiate another child window, making sure this time that the child window will extend out beyond the main window when it pops up. You may have to quickly move your cursor to a spot on the child window that doesn't have the main window behind it. You'll now see that the child window didn't so much disappear as layer behind the main window.

### Minimal reproduction project

[Window Bug issue Project.zip](https://github.com/godotengine/godot/files/12707418/Window.Bug.issue.Project.zip)
Repository: godot
Issue: DirectionalLight3D affecting FogVolume in all VisualInstance3D Layers
Labels: topic:rendering,documentation,topic:3d

### Godot version

Godot v4.2.dev5.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (NVIDIA; 31.0.15.3734) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)

### System information

Windows 11 - Godot 4.2.dev5.mono

### Issue description

DirectionalLight3D affects FogVolume (and fog in general) despite them having different layers on VisualInstance3D, dunno why the behavior happens, hope this will get solved cus i really wanted to use the functionality to use light in different layers without it affecting the main world's fog in a different layer, but i noticed it got affected despite them having different layers, as said before.

(Tested both on Godot and Godot mono, noticed that fog gets affected even when a material from a different layer emits light, so it's probably a fog's problem)

Here's a minimal reproduction:

### Steps to reproduce

Create a new Node3D, add a new DirectionalLight and change its VisualInstance3D's layer to 2, add a WorldEnvironment node, activate fog and put density to 0, now add a new FogVolume node, change its VisualInstance3D's later to 3 or leave it to 1 and see the light affecting the fog even if they have different layers

### Minimal reproduction project

[FogLightBug.zip](https://github.com/godotengine/godot/files/12707496/FogLightBug.zip)
Repository: pytorch
Issue: How to compile torch 2.0.1 version from source?
Labels: oncall: releng,triaged

### 🐛 Describe the bug

While I was using 'git clone --branch v2.0.1 https://github.com/pytorch/pytorch.git  & python setup.py develop', and 'Building wheel torch-1.14.0a0+410ce96' version was being built. 

### Versions

I also checked the version.txt, it shows '2.0.0a0' which should be the version in v2.0.1 tag branch.

So how should I compile torch 2.0.1 version from source? Thanks!
Repository: godot
Issue: C#: Tween.TweenProperty()'s NodePath parameter is not compatible with PropertyName
Labels: enhancement,topic:core,usability,topic:dotnet

### Godot version

4.2.dev5.mono.official

### System information

Godot v4.2.dev5.mono - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 31.0.15.3699) - 12th Gen Intel(R) Core(TM) i5-12600K (16 Threads)

### Issue description

I believe this is more of an issue with `NodePath` vs `StringName`, but when providing a `PropertyName` to `Tween.TweenProperty()` you will get an error: `cannot convert form 'Godot.StringName' to 'Godot.NodePath'`.



The workaround is of course simple: Just append `.ToString()`. 

However, In various locations in the documentation where `property_name` is needed, it is recommended to use `PropertyName` . I would think the expectation would be that the above line should work without issue, and without having to convert `PropertyName.SomeName` to a string. This recommendation is also used in  [the documentation of `get_indexed()`](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-get-indexed), in which case if a developer were to follow the directions in the documentation, they will find that just using `PropertyName` will result in an error.

### Steps to reproduce

**Minimal Example**

```
// This should be expected to work, but will produce an error
CreateTween().TweenProperty(this, Node2D.PropertyName.Position, Vector2.Zero, 1.0f);

// Adding .ToString() to the property_name is needed
CreateTween().TweenProperty(this, Node2D.PropertyName.Position.ToString(), Vector2.Zero, 1.0f);
```

### Minimal reproduction project

N/A
Repository: stable-diffusion-webui
Issue: [Feature Request]: Adjust UI order manually by dragging the mouse
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Adjust UI ordering conveniently by mouse dragging for UI items such as ControlNet/ADetailer/TiledDiffusion or tabs such as PNG Info/Train/Extras. Currently there's no settings for adjusting the order of extension UI items such as ControlNet/ADetailer/TiledDiffusion. There ARE settings for tabs and parameters ordering, but not as handy as dragging the mouse.

### Proposed workflow

1. Drag the UI item to its desired position.
2. Done.


### Additional information

_No response_
Repository: next.js
Issue: Custom Error pages are rendered instead of passing 404 or 500 as params to page with dynamic path
Labels: bug

### Link to the code that reproduces this issue

https://github.com/akshitkrnagpal/nextjs-custom-errors-bug

### To Reproduce

1. Create file `[id]/page.tsx` in app directory.
```ts
const Page = ({ params }: { params: { id: string } }) => {
  return <div>Page {params.id}</div>;
};

export default Page;
```
2. Visit `/500` or `/404`

### Current vs. Expected behavior

## Current Behaviour

### When running locally

1. Visting `/404` renders "Page 404".
<img width="352" alt="image" src="https://github.com/vercel/next.js/assets/15872348/2b7dba35-9eeb-4e23-b070-9d093a99be42">

2. Visting `/500` renders "Page 500".
<img width="356" alt="image" src="https://github.com/vercel/next.js/assets/15872348/2e2e5713-86b9-49e5-aeab-ddd5efef1d03">



### When deployed to Vercel
1. Visting `/404` renders 404 page.
<img width="681" alt="image" src="https://github.com/vercel/next.js/assets/15872348/1c170a0d-9a22-4545-b569-75c334729da4">


2. Visting `/500` renders 500 page.
<img width="677" alt="image" src="https://github.com/vercel/next.js/assets/15872348/a0475677-bdce-4d99-bf25-394eb7447a28">



## Expected Behaviour

When deployed to Vercel also page should be rendered. (like local)

<img width="352" alt="image" src="https://github.com/vercel/next.js/assets/15872348/2b7dba35-9eeb-4e23-b070-9d093a99be42">

<img width="356" alt="image" src="https://github.com/vercel/next.js/assets/15872348/2e2e5713-86b9-49e5-aeab-ddd5efef1d03">



### 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: Thu Aug 17 21:23:05 PDT 2023; root:xnu-10002.1.11~3/RELEASE_ARM64_T6000
Binaries:
  Node: 18.16.1
  npm: 9.5.1
  Yarn: 1.22.19
  pnpm: 8.7.5
Relevant Packages:
  next: 13.5.3-canary.3
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

I have a deployed version to https://nextjs-custom-errors-bug.vercel.app.
Repository: godot
Issue: (TextureButton) Texture miniature does not update when redrawn in external program
Labels: bug,topic:editor

### Godot version

4.2 dev 5

### System information

Wiindows 10

### Issue description

So I've changed texture in Photoshop, and it updated everywhere except here:
![image](https://github.com/godotengine/godot/assets/62170071/ef3f7231-2c2e-43e6-a7fe-ffc7317269cb)


Also if I delete that texture and drop it again problem is still there.

Reloading project fixes problem :)

### Steps to reproduce

Try to add texture, then change it in some graphic program and save. Come back to Godot.

### Minimal reproduction project

-
Repository: material-ui
Issue: [material-ui][Switch] Failing on color contrast checks
Labels: accessibility,breaking change,component: switch,package: material-ui

### 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://mui.com/material-ui/react-switch/

Steps:

1. Visit page.
2. Check colour contrast.


### Current behavior 😯

All of the switches fail colour contrast checks in some way.

| Switch demo | Switch demo | Switch demo | Switch demo |
|--------|--------|--------|--------|
| ![switch-4 on material-ui, highlighting poor contrast](https://github.com/mui/material-ui/assets/71266765/90655257-5b05-4b1a-9821-bb048ae072aa) | ![switch-3 on material-ui, highlighting poor contrast](https://github.com/mui/material-ui/assets/71266765/c585d6b6-b7ae-4036-9ce9-6091331f39fc) | ![switch-2 on material-ui, highlighting poor contrast](https://github.com/mui/material-ui/assets/71266765/3fbfe637-a545-42aa-ac9a-33b46e6eb87a) | ![switch-1 on material-ui, highlighting poor contrast](https://github.com/mui/material-ui/assets/71266765/368fd3b4-0d53-46a0-af92-2880b73ba942) | 







### Expected behavior 🤔

I would expect _all_ of the switch Designs to pass colour contrast AA checks.

### Context 🔦

Users that blind or visually impaired impacted - switches do not have the correct contrast.

### 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: material-ui
Issue: [material-ui][Rating] Failing on color contrast checks
Labels: accessibility,package: material-ui,component: rating

### 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://mui.com/material-ui/react-rating/

Steps:
1. Visit: material-ui/react-rating/
2. Check colour contrast
3.


### Current behavior 😯

The rating Design fails [colour contrast checks WCAG 1.4.3](https://www.w3.org/WAI/WCAG21/Understanding/contrast-minimum.html). The grey on white and the yellow on white.

| Demo | Demo |
|--------|--------|
| ![ratings-2 on material ui failing colour contrast checks](https://github.com/mui/material-ui/assets/71266765/20efdc6a-f784-45fe-81cd-a59112f6202f) | ![ratings-1 on material ui failing colour contrast checks](https://github.com/mui/material-ui/assets/71266765/f4c99b29-c3bb-4eb9-8130-5a14539a085c) | 

### Expected behavior 🤔

I would expect the colours chosen to pass.

### Context 🔦

Allows people who are blind or visually impaired to consume more easily should it meet standards.

### 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: vscode
Issue: fix: flickering
Labels: help wanted,upstream,chromium,confirmation-pending

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- VS Code Version:  1.82.2
- OS Version: macOS Ventura 13.5.2(22G91) (M1 Max with 32GB Memory)
```
Version: 1.82.2
Commit: abd2f3db4bdb28f9e95536dfa84d8479f1eb312d
Date: 2023-09-14T06:00:27.244Z (1 wk ago)
Electron: 25.8.1
ElectronBuildId: 23779380
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin arm64 22.6.0
```

Steps to Reproduce:

It just flickers when I am using 
1.  vscode **across two monitors** (I am using two [28mq780](https://www.lg.com/us/monitors/lg-28mq780-b-dualup-monitor))
AND 
2. **[BetterDisplay](https://github.com/waydabber/BetterDisplay) with HiDPI**.

To explain, BetterDisplay enables HiDPI by mirroring. Why is this useful? Because macOS doesn't allow HiDPI for monitors of resolutions less than 4K. HiDPI is possible technically, but Apply intentionally (to let people buy 4K monitors) doesn't support by built-in feature. So the open source project BetterDisplay does trick by mirroring. The mirroring is like fooling the OS that it's connected to hi-res monitor(4K) in fact it isn't.  

https://github.com/microsoft/vscode/assets/28584151/573b23a0-6245-4973-84d8-090fe5a0bfb0

When scrolling, it always flicker.
When not scrolling, it sometimes flickers.

I only executed vscode, not other applications. 
I also rebooted the computer.

But this happens repeatedly.

This happens only in vscode as far as I experienced.
For example, when I open web browser and vscode simultaneously side by side, only the latter flickers.

I installed it by homebrew (`visual-studio-code` formula), and haven't given any custom options.
Repository: godot
Issue: Virtual methods cannot be called with super()
Labels: bug,topic:gdscript,crash

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Fedora Linux 37 (KDE Plasma) - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (nvidia; 535.104.05) - Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz (12 Threads)

### Issue description

Virtual methods (such as CodeHighlighter's `_get_line_syntax_highlighting()`) cannot be targeted by `super()`, instead throwing an error that the function doesn't exist.

### Steps to reproduce

Write a script with the following code:
```gdscript
extends CodeHighlighter
class_name NewHighlighter

func _get_line_syntax_highlighting(line):
	var old_colors = super(line)
	return old_colors
```
Add a CodeEdit to the scene, then add a new NewHighlighter as its `syntax_highlighter`.
Upon opening the scene, the game immediately crashes.

### Minimal reproduction project

[CodeHighlighter Error.zip](https://github.com/godotengine/godot/files/12708249/CodeHighlighter.Error.zip)
Repository: pytorch
Issue: Dtype hard-coded in DataLoader (for python floats).
Labels: triaged,module: data

### 🐛 Describe the bug

The default dtype is not respected in `DataLoader` when Dataset `__getitem__()` returns a float. `DataLoader` uses `collate_float_fn` ([link to the source](https://github.com/pytorch/pytorch/blob/a683bc54fdc130537c1d3d81d7290ac9c49df3b2/torch/utils/data/_utils/collate.py#L179)) which has `torch.float64` hardcoded as follows: 


```python
def collate_float_fn(batch, *, collate_fn_map: Optional[Dict[Union[Type, Tuple[Type, ...]], Callable]] = None):
    return torch.tensor(batch, dtype=torch.float64)
```

Is there any reason to force it to `float64`? This seems inconsistent with other types that seem to respect `torch.set_default_dtype()`.

### Versions

PyTorch version: 2.0.1+cpu
Is debug build: False
CUDA used to build PyTorch: Could not collect
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 11 Pro N
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect
Libc version: N/A

Python version: 3.10.10 | packaged by Anaconda, Inc. | (main, Mar 21 2023, 18:39:17) [MSC v.1916 64 bit (AMD64)] (64-bit runtime)
Python platform: Windows-10-10.0.22621-SP0
Is CUDA available: False
CUDA runtime version: Could not collect
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 4070
Nvidia driver version: 535.98
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

CPU:
Architecture=9
CurrentClockSpeed=3500
DeviceID=CPU0
Family=205
L2CacheSize=20480
L2CacheSpeed=
Manufacturer=GenuineIntel
MaxClockSpeed=3500
Name=13th Gen Intel(R) Core(TM) i5-13600K
ProcessorType=3
Revision=

Versions of relevant libraries:
[pip3] numpy==1.26.0
[pip3] torch==2.0.1
[conda] No relevant packages

cc @VitalyFedyunin @ejguan @dzhulgakov
Repository: godot
Issue: black screen on android 
Labels: bug,platform:android,topic:rendering,topic:editor,needs testing

### Godot version

4.1 stable

### System information

Android 11 -  Samsung Exynos 7 Octa (7904) , 64-bit ARMv8-A , 64-bit ARMv8-A - OpenGL 

### Issue description

Hello, I want to report a bug that occurred on my cellphone, I use Godot Editor 4 which I downloaded from the Play Store, when I opened the application suddenly my screen went black, I have waited for several minutes the screen is still black, even though it has been 2 months then when i tried to download godot editor on my phone it worked really well. Is there any solution to this problem? Thank You! 

sorry for my english, I use google translate :)

Screenshot :
![Screenshot_20230924-182054_Godot Editor 4](https://github.com/godotengine/godot/assets/78194786/11d951a8-2b94-4eb9-9a60-930f3efc658e)


### Steps to reproduce

Sorry, I don't understand what is meant in this field 🙏

### Minimal reproduction project

Sorry, I don't understand what is meant in this field 🙏
Repository: ant-design
Issue: Dropdown menu shows at wrong position when in a narrow screen.
Labels: 🐛 Bug,Inactive

### Reproduction link

[https://ant.design/components/dropdown#components-dropdown-demo-context-menu](https://ant.design/components/dropdown#components-dropdown-demo-context-menu)

### Steps to reproduce

Open Developer tool on Chrome and narrow down the page size, around 185px is enough, then right click on the area to show context menu, you can see the position of the menu is incorrect. 
![invalid](https://i.imgur.com/kWRbURf.png)

I manually adjusted the left, even the page only has 185px, it sill has enough space to show the complete menu.
![hasenoughspace](https://i.imgur.com/bR4tahP.png)

And somtimes it just shows and disappearly immediately.
https://github.com/ant-design/ant-design/assets/1834837/56a2a323-7cd9-4438-bbe8-4cb9ff9da580

### What is expected?

Show the complete menu.

### What is actually happening?

menu shows on the wrong position

| Environment | Info |
| --- | --- |
| antd | 5.9.2 |
| React | 18.2 |
| System | Windows 10 |
| Browser | Chrome 116.0.5845.188  |

---
I am developing an extension on Firefox's side panel, the width is small hence found this issue.

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Color picker misbehavior while using Windows Color Filter Accessibility feature.
Labels: Issue-Bug,Needs-Triage,Product-Color Picker

### Microsoft PowerToys version

v0.70.0, v0.73.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

ColorPicker

### Steps to reproduce

**Step 1:** Enable Color Filter (in my case it's Windows 11's Color Filter and Deuteranopia selected for filtering)
**Step 2:** Pick a random Color, Make sure to check Hex Code of the Color
**Step 3:** Run Color Picking tool and hover over that color, Result will be Shifted

Screenshot: 
![image](https://github.com/microsoft/PowerToys/assets/93393424/cd38ec25-7146-4112-b28f-ec79ada4e227)

I drew that red line to indicate only Red Color Range shifted in my case.

### ✔️ Expected Behavior

**When Color Filter Disabled**
![image](https://github.com/microsoft/PowerToys/assets/93393424/a4b9c691-d20c-4ece-90c0-bdc71f9e3d3b)


### ❌ Actual Behavior

**When Color Filter Enabled**
![image](https://github.com/microsoft/PowerToys/assets/93393424/f3655749-c674-48f6-a81a-53d3103adc66)


### Other Software

Tested in Windows 11, have no idea about other software.
Repository: node
Issue: http2: Support of custom certificate verifier
Labels: feature request,http2

### What is the problem this feature will solve?

I am currently trying to implement http/2 webtransport with native node functions.
Webtransport has (at least on http/3) the feature, that certificates are verified using a hash identifier if their validity is below 14 days.
My objective is to achieve this also for the http/2 implementation. (I believe that similar problems may arrise for http/3 webtransport for the upcoming quic/http/3 infrastructure, although different code is used for quic then for TCP TLS)

### What is the feature you are proposing to solve the problem?

So far, I tried to use the `checkServerIdentity` feature for checking.
However, if the verification fails at 
https://github.com/nodejs/node/blob/ab5fa2a2210416b0db0e601620da81ce34adf59a/lib/_tls_wrap.js#L1600C35-L1600C47
checkServerIdentity is never called.
The verification happens inside OpenSSL apparently.
I got a `self-signed certificate` error in my first attempts, so it did not reach the checkServerIdentity.
I can not supply the certificate as ca, as I do not know it before a connection.
`rejectUnauthorized=false` is not an option, as it also removes the call to checkServerIdentity:

I see the following options:
1.  I have missed something, and there is a workaround, so that patch for node.js is not required (as it would allow usage in older node versions, this is my preferred option).
2. An option for supplying a custom certificate verifier function as a replacement for the OpenSSL version, analog to `checkServerIdentity`
3. An option to use only checkServerIdentity and no certificate verification with OpenSSL

(If I am not mistaken, this is also missing for the tlscontext.cc in quic).

Of course, whatever option is the best (if any), I would be happy to create a PR.


### What alternatives have you considered?

_No response_