sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: PowerToys has detected an app... Always On Top message
Labels: Issue-Bug,Product-Always On Top,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

Boot PC and then log into Windows 11 Pro, as an administrator.

### ✔️ Expected Behavior

I expect to be told WHAT particular application is running with "Always On Top."

### ❌ Actual Behavior

When I log into Windows 11 Pro (as an administrator), the message about an app detected with Always On Top appears twice in the notification tray; WITHOUT telling me which app is involved.

### Other Software

None.
Repository: pytorch
Issue: Consistency between torch.ao.quantization _LearnableFakeQuantize PTQ toggle and FakeQuantize PTQ toggle names.
Labels: oncall: quantization,triaged

### 🚀 The feature, motivation and pitch

## Feature
Do away with `torch.ao.quantization._learnable_fake_quantize` `_LearnableFakeQuantize` `static_enabled` PTQ toggle. Replace it with the `observer_enabled` toggle that `_LearnableFakeQuantize` already inherits from `FakeQuantizeBase` and which is used in all other quantization classes that inherit from `FakeQuantizeBase` to control PTQ state.

## Motivation
It is somewhat confusing to have 2 toggles that serve the same purpose, with distinct methods for each toggle that do the same thing, depending on which quantization class one is dealing with. If one wants to control the PTQ state in one's model, one may have to use code like:
```
for module in model.modules():
    if hasattr(module, 'static_enabled'):
        # method that controls `_LearnableFakeQuantize` `static_enabled` state.
        module.toggle_observer_update(enabled=True)  
    if hasattr(module, 'observer_enabled'):
        # method that controls `FakeQuantize` `observer_enabled` state.
        module.enable_observer(enable=True)
```

It would be cleaner and less bug-prone to have 1 method and toggle to control whether or not one does PTQ for all qconfigs.

## Pitch
I am completely happy to submit a PR to do away with `static_enabled` and have consistency across the PTQ toggling, although I know this is not fully backwards compatible for some people's code, so it may be more pain than it's worth. I would be happy to add appropriate `NotImplementedError("'static_enabled' is no longer supported, please use 'observer_enabled'")` as well to let people know of any change to help warn about backwards compatibility. Please let me know if I should submit a PR!

### Alternatives

_No response_

### Additional context

_No response_

cc @jerryzh168 @jianyuh @raghuramank100 @jamesr66a @vkuzo @jgong5 @Xia-Weiwen @leslie-fang-intel
Repository: PowerToys
Issue: GTK+4 GUI made with PyGObject doesn't obey FancyZones
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.77.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones, FancyZones Editor

### Steps to reproduce

Basic GTK+ UI written in Python doesn't obey FancyZones.

### ✔️ Expected Behavior

After running the app, and pressing the FancyZones shortcut, I expect the zones to be highlighted and for the window to snap to the zones, just like other GTK applications (such as GIMP) appears to obey the FancyZones rules.

### ❌ Actual Behavior

Nothing happens, there are no zones and there is no snapping.

### Other Software

GTK+4

Following script doesn't work.

```python3
import gi

gi.require_version("Gtk", "4.0")

from gi.repository import Gtk


def on_activate(app):
	win = Gtk.ApplicationWindow(application=app)
	win.present()

app = Gtk.Application(application_id="com.example.App")
app.connect("activate", on_activate)

app.run(None)
```
Repository: kubernetes
Issue: add opt-in compression support in storage factory
Labels: sig/api-machinery,kind/feature,triage/accepted

### What would you like to be added?

add opt-in compression support in storage factory to give the capability to shrink the data size landing to storage. the default compression can be snappy, and other options can choose: zstd, zlib, etc. and it is also allowed to have customized compression registered.

### Why is this needed?

the data size keeps climbing along with time(e.g. 8~9 years). the performance of etcd degrades when DB size is too large(the promised db size from official site is 8GB), e.g. 16GB or larger. a compression can give a direct cure to shrink the data size to 30% with affordable CPU time.  lower or higher compression level can be used on demand.
Repository: tauri
Issue: [bug] edge webdriver not closing in windows
Labels: type: bug,platform: Windows,scope: webdriver,status: needs triage

### Describe the bug

When testing my app with webview2 msedge driver,
based on your webdriver testing example,
the cleanup not working properly inside `after` hook.
the webview user data folder remain in sort of `locked` state so I can't use it next time if I don't delete it first.

### Reproduction

Create simple project based on 
https://tauri.app/v1/guides/testing/webdriver/example/selenium
and use specific user data folder,
after running the second time it will hangs on `.build()`

### Expected behavior

It shouldn't hang

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.22631 X64
    ✔ WebView2: 120.0.2210.133
    ✔ MSVC: Visual Studio Community 2022
    ✔ rustc: 1.75.0 (82e1608df 2023-12-21)
    ✔ cargo: 1.75.0 (1d8b05cdd 2023-11-20)
    ✔ rustup: 1.26.0 (5af9b9484 2023-04-05)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)
    - node: 18.17.1
    - npm: 9.6.7

[-] Packages
    - tauri-cli [RUST]: 1.5.9
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 1.5.9

[-] App
```


### Stack trace

_No response_

### Additional context

I use `multiwebview`. but I don't think it's related.
Repository: godot
Issue: Editor freezes when creating a new project after moving Godot to the second screen
Labels: bug,platform:windows,topic:rendering,needs testing

### Tested versions

4.2.1 stable official

### System information

Windows 10, NVidia GeForce GTX 1650 Ti, apparently OpenGL

### Issue description

When creating a new project, the editor window freezes:

![image](https://github.com/godotengine/godot/assets/31222662/3a556df0-fdee-4fc2-9806-c9c83b71d50b)

There is nothing of note in the console log, from what I can tell; the first two warnings are because I'm using the NuGet version, where the EXE filename isn't case-matching.

```
WARNING: Case mismatch opening requested file 'godot_v4.2.1-stable_win64.exe', stored as 'Godot_v4.2.1-stable_win64.exe.
     at: open_internal (drivers/windows/file_access_windows.cpp:132)
WARNING: Case mismatch opening requested file 'godot_v4.2.1-stable_win64.exe', stored as 'Godot_v4.2.1-stable_win64.exe.
     at: open_internal (drivers/windows/file_access_windows.cpp:132)
Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 532.09 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce GTX 1650 Ti

Project is missing: c:/temp/audiotest/project.godot
```

### Steps to reproduce

- Set up your laptop with an external monitor, and Windows set to "Extend display"
- Open Godot
- Move Godot to the monitor screen
- Click the new project button
- Wait. Forever.

Note that creating a project on the first/default (laptop/internal) screen works fine.

### Minimal reproduction project (MRP)

Not applicable.
Repository: PowerToys
Issue: Disable Chinese input method in the game
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Disable Chinese input method in the game

### Scenario when this would be used?

When playing a game, pressing ADWS will always activate the Chinese input method, causing the game window to be out of focus

### Supporting information

_No response_
Repository: godot
Issue: Rendering glitches using Compatibility with Multi-Threaded rendering
Labels: bug,topic:rendering

### Tested versions

Reproducible on 4.3.dev2, not tested in other versions.

### System information

Godot v4.3.dev2 - Windows 10.0.19045 - GLES3 (Compatibility) - Intel(R) HD Graphics 4600 (Intel Corporation; 20.19.15.5126) - Intel(R) Core(TM) i3-4330 CPU @ 3.50GHz (4 Threads)

### Issue description

The property "rendering/driver/threads/thread_model" set to Multi-Threaded is marked as experimental, so I wanted to try it. Here you can see what happens:

https://github.com/godotengine/godot/assets/136469511/4a182567-a8f1-401f-a34f-332de5ecd68b

As a little final note, sometimes Godot freezes and sometimes it doesn't.


### Steps to reproduce

In an empty project:
1. Add a Node as scene root and save it as the main scene
2. Go to project settings
3. Set "rendering/driver/threads/thread_model" to Multi-Threaded
4. Save changes, and run the project

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: x/exp/apidiff: incorrectly reports incompatible change in type alias
Labels: NeedsInvestigation

### Go version

go version go1.21.6 darwin/arm64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE='on'
GOARCH='arm64'
GOBIN=''
GOCACHE='/Users/joe/Library/Caches/go-build'
GOENV='/Users/joe/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/joe/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='darwin'
GOPATH='/Users/joe/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/Users/joe/.local/go'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/Users/joe/.local/go/pkg/tool/darwin_arm64'
GOVCS=''
GOVERSION='go1.21.6'
GCCGO='gccgo'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOMOD='/Users/joe/projects/work/kubernetes-sigs/controller-runtime/go.mod'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/w4/kts6sn8j2cz4fv_l67fp4cvm0000gn/T/go-build575403176=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

I maintain a tool (https://github.com/joelanford/go-apidiff) that uses `golang.org/x/exp/apidiff` to compare two commits of a git repository to build a report on compatible/incompatible changes (thanks for doing all of the heavy lifting!).

This tool is used by the sigs.k8s.io/controller-runtime project to help its maintainers see when PRs making breaking changes.

I bumped go-apidiff's dependency to https://github.com/golang/exp/tree/db7319d0e0e361ccef5c449b760df8e5f2d5087c

Then, I used a build of go-apidiff with this dependency on controller-runtime, comparing commits with no code changes whatsoever. See https://github.com/kubernetes-sigs/controller-runtime/pull/2654

### What did you see happen?

I saw the `go-apidiff` run fail:  https://prow.k8s.io/view/gs/kubernetes-jenkins/pr-logs/pull/kubernetes-sigs_controller-runtime/2654/pull-controller-runtime-apidiff/1747021423471235072

Relevant output:
```
sigs.k8s.io/controller-runtime
  Incompatible changes:
  - SchemeBuilder: changed from sigs.k8s.io/controller-runtime/pkg/scheme.Builder to sigs.k8s.io/controller-runtime/pkg/builder.Builder
```

### What did you expect to see?

I expected to see no diff produced.

I bisected changes in `golang.org/x/exp/apidiff` and found that commit https://github.com/golang/exp/tree/89c5cff77bcbacf5bc89bd83d69d4fa8c80cf8af is when this unexpected diff report begins.

If I downgrade to https://github.com/golang/exp/tree/3b0b5b66b5f19dc18cc54ec01e4b9d7906761f14, I see the expected output.
Repository: opencv
Issue: samples\opencl\opencl-opencv-interop.cpp build error.
Labels: bug

### System Information

OpenCV version: 4.9.0
Operating System / Platform: WIN10X64
Compiler & compiler version: VS2022

### Detailed description

vs2022+x86+shared

samples\opencl\opencl-opencv-interop.cpp build error.

lack Cfgmgr32.LIB 

### Steps to reproduce

NO

### Issue submission checklist

- [x] I report the issue, it's not a question
- [ ] 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
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: TypeScript
Issue: partial function with generic lost the type constraint
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

generic 
partial function with generic lose the type constraint


### 🕗 Version & Regression Information

- This is a crash
- This changed between versions __nightly____ and __4.x_____
- This changed in commit or PR _______
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about ___ generic, lose type______
- I was unable to test this on prior versions because __the version lower than 4.0 do not support tailargs_____


### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.4.0-dev.20240107#code/PTAEFsEsDtPBDANqATgUwA4oPYBMCuAxmgFAkAuAnhmqAIIoqgC8qa8u20ilo80lANoBdMgDN80QuUhdQGeChlIAwkkQAeACqg0AD3JpouAM71GAGlABVXQaOnzKKwCUAfAAoSoUGIBcoB4AdCGKAOYmAYIhQVpWMdbCAJQsbqAuFt6gMQAW7LgMEQFaJCkA3lno5Pgo0IEx5PCQiIWRNinMaWLBIXkcrfEhjc2tSSQAvmSEXCbkEPCEOTBozBU+WJDEAQDMAAyZPvBhaH4AjLsT4pLSsnXQ+OAqOfzH2naGxmYuaNMouBqzFAwMJWe7gABGaBQbk8oGw4IAVn44qAANZoSgBdGUbBiUAo3BoRCNAJgyEoJJrHw+Ko1OrwhGCbHCADUhOJ8EuEikMjkYKeLzQpze+g+jm+v3+gOBoIe5JhHjRGKxGNx+KsDORFnZJNAZKhlKy1NptThiKZGNZOs5kxI02gs1AhkdrH5z2gxw8CEWy1AVgA5Ec0P6rOcxiQQKAAALkEwAWn0NGkCcY2BQdpmc2d5FOLD1DwFHrQXoWS2gaAsgZD5z94YzDrm3rLaAAcgX3cdWAolJBVOoPG7BVYm8tw5GTDlsPhELhQJBQCY0LR4LpU0w8uhQAB+euOwynVgj8ttx4d4tViwAJl2YyAA

### 💻 Code

```ts
// minimal reproduce

type Arr = readonly any[]

function partialCall<T extends Arr, U extends Arr, R>(
  f: (...args: [...T, ...U]) => R,
  ...headArgs: T
) {
  return (...tailArgs: U) => f(...headArgs, ...tailArgs)
}

const machine={
  price: 30,
  age:10
}

function numChange<T extends Record<string, number>>( obj:T, key: keyof T, delta: number){
     return obj[key]+delta
}

const test = numChange(machine , 'age', 10)

// @ts-expect-error
const test1 = numChange(machine,'a',10 ,)


const machineNumChange= partialCall(numChange, machine)

// should i see a error here ?
const te1= machineNumChange('a',20)
```


### 🙁 Actual behavior

I'm using a partial function with passing another generic function , the returned function loses the type restrictions on its parameters.

### 🙂 Expected behavior

the returned function have the type restrictions on its parameters

### Additional information about the issue

_No response_
Repository: PowerToys
Issue: IME-like user experience for Quick Accent
Labels: Idea-Enhancement,Needs-Triage,Product-Quick Accent

### Description of the new feature / enhancement

Option to enable an IME-like user experience for Quick Accent, including:
- Key can be released after activating Quick Accent popup
- Use spacebar or number keys to input when popup in present
- Popup shows up at text cursor

### Scenario when this would be used?

The current Quick Accent user experience has a few drawbacks:
- Key has to be held until correct variant is selected, not very intuitive, and holding key while using arrow key to select is hard sometimes.
- Popup shows up at a fixed position, would be nice to show up at text cursor.
An IME-style user experience will solve these problems, and be more friendly to users.

### Supporting information

Reference: A screenshot of Microsoft Pinyin IME to better demonstrate desired outcome.
![image](https://github.com/microsoft/PowerToys/assets/14823453/a2f436b1-4ce1-487f-99fe-345ffd91d19a)
Repository: godot
Issue: Importing an image as a texture@dArray does not change the suffix to .tres and you cannot use it  in a texture2dArray node in visual shader
Labels: topic:editor,needs testing,topic:import

### Tested versions

Reproducible in godot 4.2.1 stable mono 

### System information

Godot v4.2.1.stable.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.3699) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

I have texture2d files in godot, visible in the file manager.

I  reimport one as a texture2dArray.

If I  mouseover the file, godot now says it is a texture2dArray.

But the file suffix remains unchanged.. eg it stays as .jpg or .png or whatever.

If I look at the file in the inspector, it allows me to step through the slices, so it really is a texture array. However, it is NOT a .tres file

Because it is not a .tres file, I cannot drag it onto a Texture2dArray node in the visual shader editor.



### Steps to reproduce

1. Reimport a file as a texture2Darray
2.. Mouseover it in the file window at bottom left of godot. Notice godot now says it is a Texture2Darray.
3. Create a visual shader, then edit it and select fragment node
4.  Create a texture2dArray node
5. Try to drag your newly created texture2dArray onto the node..you cannot . 
6. try to LOAD your newly created texture2dArray into the node....you cannot . Load will only accept files ending in .tres and the texture2Darray still has the original file suffix

### Minimal reproduction project (MRP)

n/a
Repository: TypeScript
Issue: Export SourceFileObject and friends 
Labels: Needs Investigation

### 🔍 Search Terms

AST parse SourceFileObject

### ✅ Viability Checklist

- [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 isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

I'm following the suggestion at https://github.com/microsoft/TypeScript/issues/3662#issuecomment-116877073 but the prototypes to patch aren't exposed (i.e. https://github.com/microsoft/TypeScript/blob/main/src/services/services.ts#L1003).

I'm happy to hack around this for my testing but wanted to see if there's a path to exposing this publicly.

Related Issues
https://github.com/microsoft/TypeScript/issues/26871
https://github.com/microsoft/TypeScript/issues/30235
https://github.com/microsoft/TypeScript/issues/54256

### 📃 Motivating Example

Allowing external build tools that run tsc invocations in parallel to be faster by not repeating the source file parse.

### 💻 Use Cases

1. What do you want to use this for?
I'm working on a build system and would like to make parallel invocations of tsc faster by not having to reparse declarations coming from shared dependencies.
2. What shortcomings exist with current approaches?
Commonly used declaration files like @types/node get reparsed multiple time when splitting tsc compilation across multiple invocations.
Ideally we'd allow each of the invocations to live in their own sandbox. So we wouldn't rely on a shared language service to keep the parsed files in memory. 
3. What workarounds are you using in the meantime?
 Living with multiple calls to tsc repeating work (especially for the expensive node types)/relying on managing typescript services
Repository: kubernetes
Issue: PostStart is never executed
Labels: kind/bug,priority/backlog,sig/node,triage/accepted

### What happened?

If the kubelet is restarted when a pod with a postStart lifecycle hook is started but poststart still not be executed, then the postStart hook will never be executed when the kubelet start.

### What did you expect to happen?

when kubelet restart, pod's postStart hook can always be run.

### How can we reproduce it (as minimally and precisely as possible)?

I'm not quite clear on how to reproduce this; it might require some luck.
However, maybe we can reproduce it by adding a sleep before executing postStart in the code.Then we can restart kubelet when container has run.
```golang
	// Step 4: execute the post start hook.
	if container.Lifecycle != nil && container.Lifecycle.PostStart != nil {
		kubeContainerID := kubecontainer.ContainerID{
			Type: m.runtimeName,
			ID:   containerID,
		}
		msg, handlerErr := m.runner.Run(kubeContainerID, pod, container, container.Lifecycle.PostStart)
		if handlerErr != nil {
			klog.ErrorS(handlerErr, "Failed to execute PostStartHook", "pod", klog.KObj(pod),
				"podUID", pod.UID, "containerName", container.Name, "containerID", kubeContainerID.String())
			m.recordContainerEvent(pod, container, kubeContainerID.ID, v1.EventTypeWarning, events.FailedPostStartHook, msg)
			if err := m.killContainer(pod, kubeContainerID, container.Name, "FailedPostStartHook", reasonFailedPostStartHook, nil); err != nil {
				klog.ErrorS(err, "Failed to kill container", "pod", klog.KObj(pod),
					"podUID", pod.UID, "containerName", container.Name, "containerID", kubeContainerID.String())
			}
			return msg, ErrPostStartHook
		}
	}
```

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: opencv
Issue: i am using flask for my vedio streeming and my opencv version is 3.6.0 i have this error how to solve this
Labels: question (invalid tracker)

### System Information

nvidia@nvidia-desktop:~/MY_PROJECT$ python3 streaming_server.py 
 * Serving Flask app 'streaming_server' (lazy loading)
 * Environment: production
   WARNING: This is a development server. Do not use it in a production deployment.
   Use a production WSGI server instead.
 * Debug mode: on
 * Running on all addresses.
   WARNING: This is a development server. Do not use it in a production deployment.
 * Running on http://xxx.xxx.xxx.xxx.xxxx/ (Press CTRL+C to quit)
 * Restarting with stat
VIDEOIO ERROR: V4L2: Pixel format of incoming image is unsupported by OpenCV
Unable to stop the stream: Device or resource busy
 * Debugger is active!
 * Debugger PIN: 306-148-995



### Detailed description

c

### Steps to reproduce

c

### 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)