sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: Not being able to proper open a webm video
Labels: category: videoio,category: 3rdparty

### Expected behaviour

I am devloping a python package that makes heavy use of opencv. The problem that I have is related to `webm` files. When I try to open a video and then set the fourcc code on that specific `VideoCapture` instance I would expect to be able to set it.

### Actual behaviour

The actual behaviour is that on some `webm` videos I get same really strange values for `CAP_PROP_FRAME_COUNT` and `CAP_PROP_FPS` properties.

An example for those would be:
`CAP_PROP_FRAME_COUNT returns -9.223372036854776e+18 `
`CAP_PROP_FPS returns 1000.0`
Maybe that FPS number is not a problem but the FRAME_COUNT I think it is.


The code is nothing special. Just opening a video file and just display the values

`capture = cv2.VideoCapture(temp_local_filename)`
`print(capture.get(cv2.CAP_PROP_FRAME_COUNT))`
`print(capture.get(cv2.CAP_PROP_FPS))`

One thing that I tried was to set a fourcc value on the VideoCapture instance but returned value by the `set` function is always `False`.

`capture = cv2.VideoCapture(temp_local_filename)`
`fourcc = cv2.VideoWriter_fourcc(*"vp80")`
`print(capture.set(cv2.CAP_PROP_FOURCC, fourcc))`

I am a little bit stuck on this problem. It is possible that those videos to have a problem?
VideoCapture should be able to decode `webm` videos without special settings or should I set the fourcc code somewhere? I am asking because I can find lots of posts how to write a video with a specific codec but not much on decoding.

I would really appreciate some help on this! 
### Steps to reproduce

- operating system: local - macOS Catalina, Version 10.15.4; docker - python:3.8-slim-buster base
- opencv-python version: 4.2.0.32
Repository: flutter
Issue: Provide text deltas to TextEditingController
Labels: a: text input,c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

Text deltas became available recently, but to my understanding, it is available only if you create a text editor with `DeltaTextInputClient`. I think it is too much for most developers to implement their own editor.

## Use case

I've created a package with a `TextEditingController` that styles text according to some rules as you type. It works, but the longer the text is, the slower text changes become visible because it takes more time to parse the text.

If I have to implement a text editor to achieve the above, the API of my package must be changed. In addition, thinking about the fact that even the Flutter's standard TextField created by awesome people from the Flutter team still has bugs and is far behind native text input components in terms of quality, I doubt that general developers including me can create good editors on our own.

## Proposal

Is it possible to make deltas accessible from `TextEditingController`? It will become possible to debounce parsing by instead temporarily updating the text spans corresponding to only the changed parts.
Repository: kubernetes
Issue: Graduate metrics.k8s.io API to GA
Labels: sig/instrumentation,triage/accepted

The metrics.k8s.io has been BETA for a while now and is used very widely by the community so we should graduate it to stable. This is long overdue since an effort to avoid keeping APIs BETA was initiated a while ago by SIG architecture and was giving a 9 months deadline to APIs in general to take a decision. https://github.com/kubernetes/enhancements/tree/master/keps/sig-architecture/1635-prevent-permabeta

/sig instrumentation
Repository: kubernetes
Issue: Graduate custom.metrics.k8s.io API to GA
Labels: sig/instrumentation,needs-triage

The custom.metrics.k8s.io has been BETA for a while now and is used very widely by the community so we should graduate it to stable. This is long overdue since an effort to avoid keeping APIs BETA was initiated a while ago by SIG architecture and was giving a 9 months deadline to APIs in general to take a decision. https://github.com/kubernetes/enhancements/tree/master/keps/sig-architecture/1635-prevent-permabeta

/sig instrumentation
Repository: kubernetes
Issue: Graduate external.metrics.k8s.io API to GA
Labels: sig/instrumentation,needs-triage

The external.metrics.k8s.io has been BETA for a while now and is used very widely by the community so we should graduate it to stable. This is long overdue since an effort to avoid keeping APIs BETA was initiated a while ago by SIG architecture and was giving a 9 months deadline to APIs in general to take a decision. https://github.com/kubernetes/enhancements/tree/master/keps/sig-architecture/1635-prevent-permabeta

/sig instrumentation
Repository: material-ui
Issue: Use @container instead of @media query for Grid
Labels: new feature,component: Grid

### Duplicates

- [x] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Among the latest CSS specifications is the `@container` query which I believe could be seamlessly integrated with the Grid component to bring truly isolated responsive component irregardless of screen size.

### Examples 🌈

The top-level api for Grid could remain the exact same for backwards compatibility.

A new `isolated` prop could be introduced to signal the usage of `@container` like so:

```jsx
<Grid container isolated>
  <Grid item>
    I don't care what screen size I'm in!
  </Grid>
</Grid>
```

I believe that in the future the prop should be set to `true` by default, but for the time being whoever wants to opt-in to this app-wide could override their theme's `defaultProps`.

### Motivation 🔦

I have found myself having to keep track of where I use each component in my app.

This means that their implementation and appearance is (to some degree) dictated by where they are placed, which goes against the isolation paradigm that components are trying to solve to begin with.
Repository: pytorch
Issue: How to install pytorch with cuda 11.7 in anaconda envirment?
Labels: triaged

### 📚 The doc issue
![image](https://user-images.githubusercontent.com/32769358/192286577-2ed4b09a-b062-4f21-a6ae-eadab21b5a3e.png)

![image](https://user-images.githubusercontent.com/32769358/192285880-7ffcbaa7-ad35-418c-a9ca-c7c7e9b25fc4.png)
could not find the version of cuda 11.7 when use conda or pip 

### Suggest a potential alternative/fix

add cuda 11.7 in conda
Repository: go
Issue: x/vuln/client: pseudo-module paths (stdlib, toolchain) need documentation
Labels: Documentation,NeedsInvestigation,vulncheck or vulndb

The client API has hidden assumptions about the special module names used to retrieve vulnerabilities in Go standard libraries and tool chains. https://github.com/golang/vuln/blob/cbe0a6944b8b222c8d3af76d422695d0d486627b/client/client.go#L301-L308

They need to be documented.

BTW I found the use of `stdlib` and `toolchain` is not very intuitive.

* standard library module name is `std` in go source https://go.googlesource.com/go/+/refs/heads/master/src/go.mod#1
  (and `cmd` for tools in src/cmd directory)
* YAML reports use `std` for vulnerabilities in standard libs. https://github.com/golang/vulndb/blob/00e94d784786f9fbf3b6c7f3c7e3b45f97d1f288/data/reports/GO-2021-0317.yaml#L2
Repository: terminal
Issue: Resizing window when running python TUI app results in crash
Labels: Needs-Repro,Issue-Bug,Product-Terminal,Needs-Tag-Fix,Area-AtlasEngine

### Windows Terminal version

1.16.2641.0

### Windows build number

10.0.190044.1889

### Other Software

python 3.10.6
prompt_toolkit 3.0.30



### Steps to reproduce

In my prompt_toolkit python app, if I vigorously resize the terminal window it eventually crashes. This only happens with Atlas Engine enabled in settings. Attaching Visual Studio points to a memory related issue.

Iv'e had trouble making my python program smaller and still exhibit the problem, so I am unable to share it at the moment. I can reproduce it easily though. It does use an emoji (), but nothing special as far as I know other than that.

Attached a few different backtraces:
[bt1.txt](https://github.com/microsoft/terminal/files/9646551/bt1.txt)
[bt2.txt](https://github.com/microsoft/terminal/files/9646552/bt2.txt)
[bt3.txt](https://github.com/microsoft/terminal/files/9646553/bt3.txt)
[bt4.txt](https://github.com/microsoft/terminal/files/9646554/bt4.txt)
[bt5.txt](https://github.com/microsoft/terminal/files/9646555/bt5.txt)

The small program I tried to reproduce this bug with is here, it does not quite do it though but should be close:
https://gist.github.com/sandos/fc1ae1d5abf0e9609228b18766a49612



### Expected Behavior

No crash on resizing window.

### Actual Behavior

Windows Terminal Preview crashes silently.
Repository: rust
Issue: Incomplete optimization with opt-level=z compared to clang for possible pre-compiled expressions
Labels: I-slow,A-codegen,T-compiler,C-bug

I noted that rust does not apply some size optimizations when `opt-level=z` is supplied, whereas in `c` they are applied.

See here: https://godbolt.org/z/1955WjcT8

I tried this code:

```rust
#[no_mangle]
fn iterate() -> i32 {
    let mut result = 0;
    for i in 0..=100 {
        result += i;
    }
    result
}
```

With `opt-level=3`
```asm
iterate:
        mov     eax, 5050
        ret
```

With `opt-level=z`
```asm
iterate:
        xor     ecx, ecx
        xor     edx, edx
        xor     eax, eax
.LBB0_1:
        test    dl, dl
        jne     .LBB0_3
        lea     esi, [rcx + 1]
        cmp     ecx, 100
        sete    dl
        cmove   esi, ecx
        add     eax, ecx
        mov     ecx, esi
        jmp     .LBB0_1
.LBB0_3:
        ret
```

I would expect `opt-level=z` and `opt-level=3` to have the same output for this fairly simple case.

In contrast, `clang` 15.0.0 does this:

```c
int something() {
    int result = 0;
    for (int i=0; i<=100; i++) {
        result += i;
    }
    return result;
}
```

with `-O3`
```asm
something:                              # @something
        mov     eax, 5050
        ret
```

with `-Oz`
```asm
something:                              # @something
        mov     eax, 5050
        ret
```

### Meta

`rustc --version --verbose`:
```
1.64.0 (godbolt.org), I assume that's a55dd71d5
```

I understand that the c code is far easier to optimize, but nevertheless the rust-produced assembly code is about 7 x as long.
Repository: deno
Issue: Add duplex property to Request
Labels: feat,web,ext/fetch

https://github.com/whatwg/fetch/pull/1493

This means `new Response(url, response)` behaves as expected (the duplex option is passed to the new response).
Repository: godot
Issue: Error spam when trying to set a skeleton to Rest Pose without setting it first
Labels: bug,regression,topic:animation,topic:2d

### Godot version

v3.5.stable.official [991bb6ac7]

### System information

Windows 10, GLES2, RTX 3060 Ti

### Issue description

I followed this tutorial:
https://docs.godotengine.org/en/stable/tutorials/animation/2d_skeletons.html?highlight=skeleton

Everything works fine, but up to this point:
"You will notice that all bones raise an annoying warning about a missing rest pose. This means that it's time to set one. Go to the skeleton node and create a rest pose. "

When I click on the "Bind Rest Pose" button, the size and position of all bones start constantly resetting to 0,0 and nan, nan. The error "core/math/transform_2d.cpp:49 - Condition "det == 0" is true."
 is spammed to the console 

I checked to do the same action on exactly the same project in version v3.4.stable.official [206ba70f4], and everything worked absolutely fine there.

---------------------------------------------------------------------------------------------------------------------------------------------

part 2 removed, I'll see what can be done on weblate.

### Steps to reproduce

Follow the tutorial on the link above and get to the "Bind Rest Pose" step.

Or download the test project and just hit Bind Rest Pose on Skeleton

### Minimal reproduction project

[AnimationTutorial.zip](https://github.com/godotengine/godot/files/9646896/AnimationTutorial.zip)
Repository: vscode
Issue: Git - Support SSH keys with a hardware key
Labels: feature-request,git

In September 2022 we have added support for SSH keys with a passphrase (https://github.com/microsoft/vscode/issues/13680).
This issue is tracking the work to add support for SSH keys that are associated with a hardware key.
Repository: storybook
Issue: Remove addon-jest from the monorepo
Labels: maintenance,addon: jest

We're trying to control the size of the monorepo, so let's move out addons that are not part of essentials and which we don't have plans to add in the future.
Repository: neovim
Issue: set 'guifont' default based on platform/UI
Labels: enhancement,defaults,gui,ui,complexity:low,ui-extensibility,display



https://www.reddit.com/r/neovim/comments/xnp10k/i_didnt_know_i_needed_smooth_cursor_animations/

> You need to update your guifont settings since the terminal fonts won't look good in GUI.

Can we set 'guifont' to nice platform-specific defaults?
Repository: PowerToys
Issue: PowerToys Run shortcut blocked in fullscreen apps with "Ignore shortcuts in fullscreen mode" enabled
Labels: Issue-Bug,Product-PowerToys Run,Priority-1

### Microsoft PowerToys version

0.62.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

When doing anything in fullscreen with "ignore shortcuts in fullscreen mode", powertoys seems to be blocking any shortcuts that your PowerToys Run is set to. For example when playing Apex Legends, when you hold "ctrl", "space" isn't registered while other buttons are (My shortcut is Ctrl + Space).

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: material-ui
Issue: [Slider] Add a support for form value when range slider is used
Labels: new feature,waiting for 👍,component: slider

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

See sandbox: https://codesandbox.io/s/invalid-slider-form-submission-vv7uj6

Steps:
1. Create a Slider with range selection
2. Give the Slider a `name` for form submission
3. Submit the form


### Current behavior 😯

The form submission return is invalid and doesn't really work with "range input" since you will never get the "range" back.
For example:

```
const sliderProps = {
  defaultValue: [10, 20],
  name: 'test',
  // ...
}
```
Performing a form submission would result `{ "test": "20" }` only the max value is being returned.

### Expected behavior 🤔

Expected the range to be returned. Something like `{ "test": [10, 20] }`.

### Context 🔦

Trying to use Slider to select a range in a form

### Your environment 🌎


<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Linux 5.15 Ubuntu 22.04.1 LTS 22.04.1 LTS (Jammy Jellyfish)
    CPU: (16) x64 Intel(R) Xeon(R) Silver 4108 CPU @ 1.80GHz
    Memory: 9.08 GB / 15.33 GB
    Container: Yes
    Shell: 5.1.16 - /bin/bash
  Binaries:
    Node: 16.15.1 - ~/.config/nvm/versions/node/v16.15.1/bin/node
    npm: 8.11.0 - ~/.config/nvm/versions/node/v16.15.1/bin/npm
  Managers:
    Apt: 2.4.7 - /usr/bin/apt
    Maven: 3.6.3 - /usr/bin/mvn
    pip2: 20.3.4 - ~/.local/bin/pip2
    pip3: 22.0.2 - /usr/bin/pip3
  Utilities:
    Make: 4.3 - /usr/bin/make
    GCC: 11.2.0 - /usr/bin/gcc
    Git: 2.34.1 - /usr/bin/git
  Virtualization:
    Docker: 20.10.12 - /usr/bin/docker
  IDEs:
    Nano: 6.2 - /usr/bin/nano
    VSCode: 1.71.2 - /home/eto/.vscode-server/bin/74b1f979648cc44d385a2286793c226e611f59e7/bin/remote-cli/code
    Vim: 8.2 - /usr/bin/vim
  Languages:
    Bash: 5.1.16 - /usr/bin/bash
    Java: 1.8.0_342 - /usr/bin/javac
    Perl: 5.34.0 - /usr/bin/perl
    Python: 2.7.18 - /usr/bin/python
    Python3: 3.10.4 - /usr/bin/python3
  Browsers:
    Chrome: 104.0.5112.101
    Chromium: 105.0.5195.125
```
</details>
Repository: vscode
Issue: Run Above/Below Cells should be disabled while debugging inside of cell
Labels: bug,notebook-execution

<!-- Please search existing issues to avoid creating duplicates. -->

## Environment data

**VS Code Environment:**
Version: 1.72.0-insider
Commit: b9f7f85e90b4d51b38fcbf4232801ab04bd659cb
Date: 2022-09-23T08:15:07.186Z
Electron: 19.0.17
Chromium: 102.0.5005.167
Node.js: 16.14.2
V8: 10.2.154.15-electron.0
OS: Darwin arm64 21.6.0
Sandboxed: Yes

**VS Code Extensions**
Jupyter Extension: v2022.9.1002681037 Pre-Release
Python Extension: v2022.15.12631011 Pre-Release
Azure Machine Learning - Remote: v0.19.2022092309 Pre-Release
Azure Data Lake Tools: v0.2.15

**Python Environment**
Conda: 4.13.0
Python: 3.9.13
Type of virtual environment: Conda + IPyKernel

**.net Environment**
.net: 6.0.401

**Operating System**
macOS Monterrey 12.6
Macbook Air (M1, 2020)

## Expected behaviour

Disable the run above/below cells during debugging so users don't get confused by 'run' like icons.

## Actual behaviour

When a user is debugging a cell in a Jupyter Notebook the arrows to run above and below cells are still enabled and the user can easily confused them as step-next or continue buttons (being part of the debug cell.

Additionally if the user clicks on the run above/below buttons the action is 'queued' and executed after the debugging of the cell is over, which is an 'unexpected' annoyance.

## Steps to reproduce:

1. Create a notebook with multiple cells
2. Debug code on one of the cell in the middle
3. Press the run below button during the debugging of the cell

Buttons available and confusing

![reportbug-azuremlremote9](https://user-images.githubusercontent.com/79476/192248052-0a268f07-8b82-4242-90c2-d055f0c73203.gif)

Once the debug of the cell is over the Run Above/Below action executes restarting other cells
![reportbug-azuremlremote10](https://user-images.githubusercontent.com/79476/192248208-237857b0-d5a3-407b-986e-46a6c9543b9f.gif)
Repository: material-ui
Issue: Themed SVG Icon
Labels: support: question,package: icons

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I have a handful of icons which use multiple colors and I would like to be able to efficiently support light & dark mode.  To accomplish this, I would love to somehow use my active theme within the svg icon.  I'm sure the best practice is to create `IconLight.tsx` and `IconDark.tsx` but I was hoping to incorporate a bit more of a dynamic component where the icon would update based on user profile preferences.

### Examples 🌈

Here is an example of what I was thinking:

```typescript
const MyThemedSvgComponent = (props) => {
  const theme = useTheme();
  const color1 = theme.palette.custom.primary; // pick any color from theme
  const color2 = theme.palette.custom.background; // pick any color from theme

  return (
    <svg xmlns="http://www.w3.org/2000/svg" width="64" height="64" viewBox="0 0 64 64" fill="none">
    <path fill={color1} d="M59.1172 13.4165C60.7851 14.1313 61.7383 15.9185 61.3808 17.7056C61.0234 19.4927 59.4746 20.6841 57.6875 20.6841V21.6372C57.6875 23.3052 56.3769 24.4966 54.8281 24.4966H7.17186C5.50389 24.4966 4.31249 23.3052 4.31249 21.6372V20.6841C2.40624 20.6841 0.857409 19.4927 0.499987 17.7056C0.142566 15.9185 1.09569 14.1313 2.76366 13.4165L29.4512 1.979C30.4043 1.62158 31.4766 1.62158 32.4297 1.979L59.1172 13.4165ZM31 16.8716C33.0254 16.8716 34.8125 15.2036 34.8125 13.0591C34.8125 11.0337 33.0254 9.24658 31 9.24658C28.8555 9.24658 27.1875 11.0337 27.1875 13.0591C27.1875 15.2036 28.8555 16.8716 31 16.8716Z"/>
    <circle fill={color2} cx="31" cy="12.5" r="5"/>
    </svg>
  );
};

export const MyThemedIcon = createSvgIcon(MyThemedSvgComponent, 'MyThemedIcon');
```

### Motivation 🔦

I am relatively new to SVG's so it could well be that there is a better way to accomplish what I am trying above.  I don't know all of the properties of SVG's and before doing a deep dive, I thought I would investigate something more familiar.

Any thoughts appreciated!
Repository: opencv
Issue: Replacing ZLIB with ZLIB-NG
Labels: feature,category: 3rdparty

I opened this issue to discuss if we can replace 3rdparty/zlib with [zlib-ng](https://github.com/zlib-ng/zlib-ng). 

zlib-ng is `a replacement with optimizations for "next generation" systems.` It does have SIMD support and its API Is compatible if compiled with `ZLIB_COMPAT` flag. 

According to their benchmark tests 

```
Zlib-ng is about 4x faster than zlib (w/zlib-ng minigzip), and 2.1x faster than stock gzip from my Scientific Linux 7.
Zlib-ng decompression takes about 57% less time than zlib (w/zlib-ng minigzip), and 43% less time than gzip.
```

And someone also tested with [libpng](https://github.com/randy408/libspng/issues/224)

```
zlib + libpng: ~1600ms
zlib-ng + libpng: ~510ms
zlib-ng + spng: ~740ms (SPNG_SSE=1 or 4 seems about the same)
```

On modern cpus where SIMD is available, this can improve some of the imagecodec performances. We can also add as optional zlib library. Let me know what you think. If OpenCV team approves, I am going to spend more time to understand the library and do more research about it.
Repository: godot
Issue: Area3D does not see newly instanced StaticBody3D with Monitoring/Monitorable enabled
Labels: bug,confirmed,topic:physics

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0.beta1

### System information

Windows 10

### Issue description

I'm aware of #17238 (specific to Monitorable being enabled, which doesn't help here) and #57539 which is specific to **moving** a StaticBody. Could be the same fix works for this and #57539 but I did not want to miss this use-case. 

When you have a Area3D and a new StaticBody3D is placed in the scene, it will not detect it _until you change the collision_layer or collision_mask_. I imagine other "touches" will force an update as well.



### Steps to reproduce

1. Create a scene with an Area3D. 
2. After scene is ready, add a StaticBody3D with the layer of the Area3D's mask.

Optional workaround:
3. After more time, update the collision_layer or collision_mask.

### Minimal reproduction project

[Area3D StaticBody.zip](https://github.com/godotengine/godot/files/9649089/Area3D.StaticBody.zip)

This MRP automates showing the bug and the current workaround.
Repository: material-ui
Issue: Make `@mui/icons-material` independent from `@mui/material` in the future?
Labels: new feature,package: icons

### Summary 💡

Are there any plan to make `@mui/icons-material` that not depends on `@mui/material` in the future?

I'm working on a side project that use `@mui/joy`. The auto import vscode intellisense sometime import components from `@mui/material` instead of `@mui/joy`.

I can't remove `@mui/material` because `@mui/icon-material` rely on that package.

### Examples 🌈

_No response_

### Motivation 🔦

Better DX and smaller bundle size.