sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: 3D Models are not rendered on iOS Safari if "Export With Debug" is set to on and shader compilation mode is Asynchronous + Cache
Labels: bug,platform:ios,topic:rendering,topic:3d,topic:export

### Godot version

3.5.rc4

### System information

Mobile IOS 15.5, Safari, GLES3

### Issue description

When I export with debug ON in the HTML5 save dialogue then my models in the scene are not rendered at all on mobile ios 15.5 in Safari.

"Export with debug" on

![image](https://user-images.githubusercontent.com/24936603/175887390-22a414dc-5e7f-4a65-994e-72eadb52f923.png)

And the scene looks like this on ios 15.5 Safari (with debug ON)

![image](https://user-images.githubusercontent.com/24936603/175888178-1cf4edd9-169d-4f10-96ac-c558088a2938.png)

Here is the scene with "Debug Off" (the black models is another issue: https://github.com/godotengine/godot/issues/62377)

![image](https://user-images.githubusercontent.com/24936603/175889459-86df7ee4-8e2c-4031-aebd-34773e1a87d5.png)




### Steps to reproduce

Make a scene with a 3d model, a light and a camera. When exporting the scene to HTML5 set debug on. 
Test the scene on a mobile with ios 15.5 and safari browser. 

### Minimal reproduction project

_No response_
Repository: godot
Issue: ProjectSettings.set_initial_value() cannot be used to define a setting
Labels: discussion,topic:core,topic:editor,topic:plugin

### Godot version

Master, e3fb066cb01019919c29dae3fd08e0753ed56b75

### System information

Ubuntu 22.04

### Issue description

I have a plugin which supposed to add new project setting.
Method which seems appropriate for this seems to be `ProjectSettings.set_initial_value(property, value)` - since from it's name in contrast to `ProjectSettings.set()` it should not modify value of existing setting - but in https://github.com/godotengine/godot/blob/master/core/config/project_settings.cpp#L192 it can be seen this method is not doing anything in case when setting is not defined yet.


### Steps to reproduce

1. Create new gdscript plugin
2. Add such code to the plugin:
```
const CUSTOM_PROPERTY_NAME = "test_project/test_setting"
func _enter_tree() -> void:
	ProjectSettings.set_initial_value(CUSTOM_PROPERTY_NAME, false)
	var property_info = {
		"name": CUSTOM_PROPERTY_NAME,
		"type": TYPE_BOOL
	}
	ProjectSettings.add_property_info(property_info)
```
3. Enable plugin
4. Restart editor, go to project settings, enable "Advanced settings" 
5. Notice there is no "test_project/test_setting" anywhere

### Minimal reproduction project

[SettingInitialValue.zip](https://github.com/godotengine/godot/files/8990663/SettingInitialValue.zip)
Repository: godot
Issue: WorldEnvironment is rendered in front of all 3D Models on Mobile ios with Safari
Labels: bug,platform:web,platform:ios,topic:rendering,needs testing,topic:3d

### Godot version

3.5.rc4

### System information

IOS 15.5, mobile, Safari, GLES3

### Issue description

When I add a "WorldEnvironment" to my scene (and leave the default setting on), the clear color completely "takes over" the screen on mobile ios 15.5 using Safari browser. There's only a camera and a few 3D models in the scene but on ios Safari I cannot see anything else than a solid color. It's like the color in the WorldEnvironment is rendered on top of anything else.

If I set the color to "Custom color" and pick red, the entire screen will be red.

How the scene looks on my iphone with Safari (default WorldEnvironment settings).
![image](https://user-images.githubusercontent.com/24936603/175918112-f9cc3c75-7a32-47af-8432-ec20921d06f5.png)

How it looks on Galaxy tablet with Chrome.
![image](https://user-images.githubusercontent.com/24936603/175921671-d33292c6-5941-4ebb-844e-a88f44cf0320.png)



### Steps to reproduce

1. Make a 3D scene, add a cube, a camera, a light and the WorldEnvironment. 
2. Make sure to pick NewEnvironment from the dropdown in the inspector.
3. Build using HTML5 and test on ios device with Safari browser.


### Minimal reproduction project
[MobileTestProjectWorldEnv.zip](https://github.com/godotengine/godot/files/8999114/MobileTestProjectWorldEnv.zip)
Repository: react
Issue: [Devtools Feature]:[Open in Editor URL]Expect to add a switch to allow users to use GET requests
Labels: Type: Feature Request,Component: Developer Tools

It is now requested by default using window.open.If you use it a lot, you will leave a lot of new tabs.

### Config
<img width="611" alt="image" src="https://user-images.githubusercontent.com/28336270/175926162-ec42baa3-b718-4259-8eae-055c150530aa.png">


<img width="1085" alt="image" src="https://user-images.githubusercontent.com/28336270/175926129-f87bfb81-e483-4237-9b89-a9ff6ff734c4.png">

### window.open
<img width="1003" alt="image" src="https://user-images.githubusercontent.com/28336270/175925594-c23f3fdb-3f45-4c26-95d4-23e15f51426f.png">

**This problem can be avoided if GET request is used.**
Repository: PowerToys
Issue: Add OCR to windows search indexer (to index Images/videos text contents too).
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Add OCR engine to windows search indexer (let it run with ultra low priority). This will allow us to search within image/video text which is a very useful feature.

This feature was working fine before with Windows 10 (if files are in OneDrive). I guess the indexing was happening in online in OneDrive and windows search was retrieving the results from there. However now, even that is broken🤦🏻‍♂️



### Scenario when this would be used?

We always take pictures of business cards, info sheets, receipts, and other documents that we would like to directly pull out by searching within its content.

### Supporting information

_No response_
Repository: go
Issue: x/website: A11y, contrast between foreground and background colors should meet WCAG 2 AA contrast ratio thresholds
Labels: NeedsInvestigation,website

website https://go.dev/
WCAG 1.4.3: Ensures the contrast between foreground and background colors meets WCAG 2 AA contrast ratio thresholds (.js-playgroundShareEl) Tags: Accessibility, WCAG 1.4.3, color-contrast

Issue: Ensures the contrast between foreground and background colors meets WCAG 2 AA contrast ratio thresholds (color-contrast - https://accessibilityinsights.io/info-examples/web/color-contrast)

Target application: The Go Programming Language - https://go.dev/

Element path: .js-playgroundShareEl

Snippet: `<button class="Button js-playgroundShareEl" title="Share in Go Playground">Share</button>`

How to fix: 
Fix any of the following:
  Element has insufficient color contrast of 4.48 (foreground color: #007d9c, background color: #f8f8f8, font size: 10.5pt (14px), font weight: bold). Expected contrast ratio of 4.5:1

Environment: Chrome version 102.0.0.0

====

There are 28 other WCAG 1.4.3 issues on the website.
Repository: go
Issue: syscall/js, io/fs: fs.Read copies minimally 512 bytes to from JS to Go
Labels: NeedsFix,arch-wasm

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.17.11 darwin/amd64

</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

`GOARCH=wasm GOOS=js`

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/adrian/Library/Caches/go-build"
GOENV="/Users/adrian/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/adrian/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/adrian/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/Users/adrian/.gimme/versions/go1.17.11.darwin.amd64"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/Users/adrian/.gimme/versions/go1.17.11.darwin.amd64/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.17.11"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/adrian/oss/wazero/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/vd/1cf8zdb1721f4z5rjggy8bp40000gn/T/go-build3326543425=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Compiled a program that ends up using fs.Read and fs.Write.

Ex.

```go
bytes, err := ioutil.ReadFile(os.Args[i])
if err != nil {
	os.Exit(1)
}
os.Stdout.Write(bytes)
```

### What did you expect to see?

I expected the resulting wasm to `js.copyBytesToGo` no more than the size of the file.

### What did you see instead?

`js.copyBytesToGo` was called with 512 instead because the contents were small and
the nRead is currently ignored in fs_js.go. It is 512 due to special casing upstream for
small files in `os.ReadFile`.

Here's the snippet of `fs.Read`
```
	buf := uint8Array.New(len(b))
	n, err := fsCall("read", fd, buf, 0, len(b), nil)
	if err != nil {
		return 0, err
	}
	js.CopyBytesToGo(b, buf) // < not buf[0:n]
```

I think this should only copy n bytes as it is more efficient.
It should also skip invoking js.CopyBytesToGo when zero bytes were read.
Repository: rust
Issue: When restricting an associated type, suggested code doesn't respect modules
Labels: A-diagnostics,A-trait-system,T-compiler,D-papercut,D-invalid-suggestion

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: (https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=c76624704206f023ab0e28dfe0a097c2)

```rust
mod foo {
    pub trait X {
        type Y;
        fn get() -> Self::Y;
    }
}

fn needs_clone<T: Clone>(t: T) {}

fn bar<T: foo::X>() {
    needs_clone(T::get());
}
```

The current output is:

```
...
help: consider further restricting the associated type
   |
10 | fn bar<T: foo::X>() where <T as X>::Y: Clone {
   |                     ++++++++++++++++++++++++
...
```

<!-- The following is not always necessary. -->
Ideally the output should look like:

```
...
help: consider further restricting the associated type
   |
10 | fn bar<T: foo::X>() where <T as foo::X>::Y: Clone {
   |                     +++++++++++++++++++++++++++++
...
```

since otherwise rust's suggestion doesn't compile. It's worth noting that when suggesting trait bounds, modules are respected: (https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=5d72d2bd60929e6a7ec1207de90f9c7a)

```
mod foo {
    pub trait X {}
}

fn needs_x<T: foo::X>() {}

fn bar<T>() {
    needs_x::<T>();
}
```

```
...
help: consider restricting type parameter `T`
  |
7 | fn bar<T: foo::X>() {
  |         ++++++++
...
```

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->
Repository: pytorch
Issue: Illegal Memory Access from nonzero method when Tensor is Too Large
Labels: module: dependency bug,module: crash,triaged,module: edge cases

### 🐛 Describe the bug

There is a known issue that the nonzero method fails if the input tensor exceeds INT_MAX (#51871), raising a RuntimeError. However, the nonzero method also fails for tensors that are very large but slightly smaller than INT_MAX, causing an irrecoverable illegal memory access.

To Reproduce:

```
import torch
M = 2121269248
torch.ones(M, device=’cuda’).nonzero()
torch.cuda.synchronize()
```

Decreasing M by one eliminates the error.

Expected Behavior:

The method either returns the indices of non-zero elements, or raises a RuntimeError that can be caught and recovered from.

Additional Context:

Possibly related to #51872?

### Versions

PyTorch Version: 1.11.0+cu113
Is debug build: False
CUDA used to build PyTorch: 11.3
ROCM used to build PyTorch: N/A

OS: Red Hat Enterprise Linux Server release 7.9 (Maipo) (x86_64)
GCC version: (GCC) 8.2.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.17

Python version: 3.7.3
Python platform: Linux-3.10.0-1160.66.1.el7.x86_64-x86_64-with-redhat-7.9-Maipo
Is CUDA available: True
CUDA runtime version: 11.3.58
GPU models and configuration:
GPU 0: Tesla V100-SXM2-32GB
GPU 1: Tesla V100-SXM2-32GB
GPU 2: Tesla V100-SXM2-32GB
GPU 3: Tesla V100-SXM2-32GB

Nvidia driver version: 470.52.02
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] functorch==0.1.1
[pip3] numpy==1.21.6
[pip3] torch==1.11.0+cu113
[pip3] torchtext==0.12.0
[pip3] torchvision==0.12.0+cu113
[conda] Could not collect
Repository: tensorflow
Issue: Micro Speech Example Deploy to STM32F746 error!
Labels: type:build/install,comp:micro,TF 2.9

<details><summary>Click to expand!</summary> 
 
 ### Issue Type

Build/Install

### Source

source

### Tensorflow Version

tf2.9

### Custom Code

No

### OS Platform and Distribution

ubuntu20

### Mobile device

_No response_

### Python version

3.8

### Bazel version

_No response_

### GCC/Compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current Behaviour?

```shell
Following the method to build this example,

https://github.com/tensorflow/tflite-micro/issues/475#issuecomment-915649543

error reported like the following:
xx@xxx:~/code/tflite-micro/test/mbed-os$ mbed compile -m DISCO_F746NG -t GCC_ARM -D CMSIS_NN
[mbed] Working path "/home/lmk/code/tflite-micro/test/mbed-os" (library)
[mbed] Program path "/home/lmk/code/tflite-micro/test"
[mbed] WARNING: Missing Python modules were not auto-installed.
The Mbed OS tools in this program require the following Python modules: future, click
You can install all missing modules by running "pip install -r requirements.txt" in "/home/lmk/code/tflite-micro/test/mbed-os"
On Posix systems (Linux, etc) you might have to switch to superuser account or use "sudo"

Building project test (DISCO_F746NG, GCC_ARM)
Scan: test
Compile [ 0.2%]: micro_model_settings.cc
Compile [ 0.3%]: command_responder.cc
Compile [ 0.3%]: main.cc
Compile [ 0.4%]: audio_provider.cc
Compile [ 0.5%]: no_micro_features_data.cc
Compile [ 0.6%]: feature_provider.cc
Compile [ 0.7%]: yes_micro_features_data.cc
Compile [ 0.8%]: no_30ms_audio_data.cc
Compile [ 0.8%]: yes_30ms_audio_data.cc
Compile [ 0.9%]: micro_speech_model_data.cc
Compile [ 1.0%]: recognize_commands.cc
Compile [ 1.1%]: RTX_Config.c
Compile [ 1.2%]: no_1000ms_audio_data.cc
Compile [ 1.3%]: cmsis_os1.c
[Fatal Error] base.h@38,10: cstdint: No such file or directory
[ERROR] In file included from ../third_party/flatbuffers/include/flatbuffers/string.h:20,
from ../mbed-os/cmsis/CMSIS_5/CMSIS/RTOS2/RTX/Library/cmsis_os1.c:27:
../third_party/flatbuffers/include/flatbuffers/base.h:38:10: fatal error: cstdint: No such file or directory
38 | #include
| ^~~~~~~~~
compilation terminated.

[mbed] ERROR: "/usr/bin/python3" returned error.
Code: 1
Path: "/home/lmk/code/tflite-micro/test/mbed-os"
Command: "/usr/bin/python3 -u /home/lmk/code/tflite-micro/test/mbed-os/tools/make.py -D CMSIS_NN -t GCC_ARM -m DISCO_F746NG --source .. --build ../BUILD/DISCO_F746NG/GCC_ARM"
Tip: You could retry the last command with "-v" flag for verbose output
```


### Standalone code to reproduce the issue

```shell
Following the codes:
python3 tensorflow/lite/micro/tools/project_generation/create_tflm_tree.py  --makefile_options OPTIMIZED_KERNEL_DIR=cmsis_nn --examples micro_speech <output_dir> 
cd <output_dir>
mbed new .
mbed compile -m DISCO_F746NG -t GCC_ARM -D CMSIS_NN
```


### Relevant log output

_No response_</details>
Repository: PowerToys
Issue: ColorPicker vs Active/Focused program
Labels: Issue-Bug,Area-Quality,Priority-3,Product-Color Picker,Needs-Team-Response,Status-Reproducible

### Microsoft PowerToys version

0.59.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

ColorPicker

### Steps to reproduce

Try to use the color picker to get the color of the active application's title bar.

### ✔️ Expected Behavior

I was expecting to get the title bar color I was looking at _before_ activating ColorPicker

### ❌ Actual Behavior

I was only able to get the color of an _inactive_ title bar.

### Other Software

Edition: Windows 10 Pro
Version: 21H2
OS Build: 19044.1766
Experience: Windows Feature Experience Pack 120.2212.4180.0
Repository: godot
Issue: FileSystem Button to toggle between list view and thumbnail view disappears when favourits are hidden
Labels: bug,topic:editor

### Godot version

3.4.4 stable, 4.0 alpha10

### System information

win, Nvidea 765M

### Issue description

When favorites in the FileSystem are hidden, by clicking the favorites icon (two stacked rectangles), the icon and button to toggle between list view and thumbnail view disappears.

![image](https://user-images.githubusercontent.com/47016402/175942954-0aebab8f-2ba4-45f1-80bf-fcc85920a9c4.png)

This is reproduceable in both 3.4.4 and 4.0 Alpha10

### Steps to reproduce

Click the two stacked rectangle icons in the FileSystem Panel

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: DISABLED test_lobpcg (__main__.TestAutograd)
Labels: module: autograd,triaged,skipped

Platforms: linux

This test was disabled because it is failing on master ([recent examples](http://torch-ci.com/failure/test_lobpcg%2C%20TestAutograd)).

cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: create-react-app
Issue: how to mock oidc connect
Labels: needs triage

![image](https://user-images.githubusercontent.com/74532770/175943694-2cd1b13a-7325-4352-b9a0-9ec25c7bd630.png)
how to write tests that fetch data?
i do not understand the example you are giving

can you provide an exemplary test that fetches data?
and also include the test in cra 5 next version so that others learn from it
Repository: godot
Issue: Material transparency sorting order changes depending on whether View Gizmos is enabled in the 3D viewport
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.alpha (d1dac8427)

### System information

Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02)

### Issue description

Material transparency sorting order changes depending on whether View Gizmos is enabled in the 3D viewport.

This is unexpected, as the drawing order of transparent materials should not change based on the presence of other, unrelated gizmo materials.

In the scene below, there's a "surface" PlaneMesh and a "deep" PlaneMesh (with a larger proximity fade distance) located just below the surface PlaneMesh.

At this camera angle, the initial drawing order is correct, but it breaks when you disable **View Gizmos**:

https://user-images.githubusercontent.com/180032/175951123-03827822-ac67-4e08-8f20-bf80533f598a.mp4

### Steps to reproduce

- While **View Gizmos** is enabled, get the 3D editor camera to an angle where the "deep" mesh appears in front of the surface mesh (i.e. when it gets too bright).
- Toggle **View Gizmos** in the 3D viewport's **Perspective** menu.
- Notice how transparency sorting changes for non-gizmo materials.

### Minimal reproduction project

[test_water_material.zip](https://github.com/godotengine/godot/files/8992292/test_water_material.zip)
Repository: terminal
Issue: Cannot type in new pane or tab until focus is manually activated with mouse click
Labels: Resolution-Fix-Committed,Issue-Bug,Product-Terminal,Priority-1,Area-Windowing

### Windows Terminal version

1.14.1451.0

### Windows build number

10.0.19042.0

### Other Software

_No response_

### Steps to reproduce

Create new pane/new tab

### Expected Behavior

It is possible to type in the newly opened terminal

### Actual Behavior

Unable to type until I click on the new terminal.

Note that enabling the option "Automatically focus pane on mouse hover" partially prevents the issue from happening.

It seems like focus is removed from all terminal tabs/panes whenever a new one is created.
Repository: godot
Issue: Supplying negative numbers to bit shift operators at runtime produces unhelpful message
Labels: bug,enhancement,topic:gdscript

### Godot version

3.4.4 stable

### System information

Windows 10

### Issue description

Bit shift operators in GDScript appear to have a defined behavior for supplying negative numbers as the right-hand operand, but the error message shown when this occurs *at runtime* is unhelpful and makes bug-hunting more difficult if the user doesn't closely examine the value of the operand when hitting the breakpoint:

![image](https://user-images.githubusercontent.com/1023003/175967437-73c13728-598d-4870-b527-110555f626c7.png)

Part of the difficulty has to do with listing the types of the operands as if it were useful to debugging, which it may be if the right hand type can't be implicitly cast back to `int`, however if the type is compatible you'll still get this message and it will be a red herring implying the problem is related to type conversion and not that supplying a negative right-hand operand will throw an exception.  At design-time, the error is caught when a const is supplied, which is slightly more helpful:  `Invalid operands for operator`.  My suggestion would be that if there is already a catch for this exception, that it read something more like "The right-hand operand of operator `<<` may not be negative", depending on the operator supplied.

### Steps to reproduce

See screenshot.

### Minimal reproduction project

_No response_