sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: opencv
Issue: Is there any plan using SIMD in `cv::reduce`?
Labels: optimization,feature

### Descripe the feature and motivation

`cv::reduce` is a very important  metrix operation. 
First I saw that IPP has been closed in matrix_operations.cpp in issue #13085 to reduce bin size in OpenCV. And I found that some function template are used for these metrix operation , for example, `reduceR_<uchar, int, OpAdd<int>>` .
I have used AVX instructions to implment a simple and similar function like `op == CV_REDUCE_AVG`. And I found it is 4 times faster than `cv::reduce`. I think SIMD can be very useful in these metrix operation. So , I want to know is there any plan to use SIMD in `cv::reduce` or other similar funtions?



### Additional context

_No response_
Repository: terminal
Issue: `experimental.useBackgroundImageForWindow` isn't working right
Labels: Issue-Bug,Area-TerminalControl,Product-Terminal,Priority-1

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# Description of the new feature/enhancement

I want to use Windows Terminal like tmux, But the background image doesn't stay as one with multiple panes.

![image](https://user-images.githubusercontent.com/20581504/196844363-c2768e1e-c20a-44cb-a8cc-1a63ff562986.png)


<!-- 

-->

# Proposed technical implementation details (optional)

Make multiple panes use the same background

<!-- 

-->
Repository: pytorch
Issue: OpenCL 3.0 support: support every GPU on earth through rusticl
Labels: feature,triaged

### 🚀 The feature, motivation and pitch

I know openCL has been requested quite a few times in the past, and it would be a fairly sizable effort to port all of the hundreds of small primitives required. Usually the complaints seem to break down into spotty support and bad performance.

However, with the rapid development of rusticl I think the landscape has changed significantly.

Rusticl is a translation layer in Mesa written in rust, in much the same vein as zink. It provides openCL support on top of gallium 3D, implementing OpenCL 3.0. It was merged into Mesa in mid September and has developed extremely rapidly. It's already useful for running 3D renders in luxmark, GIMP, darktable, with OpenCL image support unlike Clover. It also reportedly passes the OpenCL 3.0 conformance tests.

In terms of hardware support,
It's been fixed up for dGPU support: https://www.phoronix.com/news/Rusticl-Discrete-GPU-Fixes
It's being ported to RadeonSI: https://www.phoronix.com/news/Rusticl-RadeonSI-WIP 
to Intel Iris: https://www.phoronix.com/news/Intel-Iris-Rusticl-Prep
and can even run on top of Vulcan drivers, for example intel's ANV: https://www.phoronix.com/news/Rusticl-Zink-Vulkan-Works

It's looking like this is a great way to get PyTorch running _**everywhere.**_
Both major vendors' open drivers, RdeonSI and Iris, but also to the plethora of Vulcan drivers as well.

It can also now outperform ROCm in some cases, and will probably continue to get faster with ongoing optimization work: https://www.phoronix.com/news/Rusticl-Outperformed-ROCm

### Alternatives

There is work on AMD ROCm and partial Vulkan support, but with rusticl already running on ANV through zink, you'd get full support on both AMD and all Vulcan drivers with the same API, with full-featured support on the latter basically for free.

As I understand it, spotty support for ROCm across AMD cards has been a major hurdle (there are plenty of people out there trying to hack PyTorch/ROCm to run on an RX 580, for example), but rusticl already runs equally well on all of them: https://twitter.com/illwieckz/status/1582803118093635585

### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: Request to add support for shared GPU operations
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 ?

Shared GPU memory will be allowed for computing

### Proposed workflow

1. Go to Generate
2. Use shared gpu memory and dedicated GPU for computing


### Additional information

_No response_
Repository: rust
Issue: Trait impls conflict even with different associated const bounds
Labels: A-trait-system,T-compiler,C-bug,T-types,F-associated_const_equality

I have [the following code](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=4a75cb104ccf65eddd38c34fa66d550c):

```rust
#![feature(associated_const_equality)]

pub trait Align {
    const ALIGN: usize;
}

impl<T> Align for T {
    const ALIGN: usize = std::mem::size_of::<T>();
}

pub trait AlignedTo<const N: usize> {}

impl<T: Align<ALIGN=1>> AlignedTo<1> for T {}
impl<T: Align<ALIGN=2>> AlignedTo<2> for T {}
impl<T: Align<ALIGN=2>> AlignedTo<1> for T {}
impl<T: Align<ALIGN=4>> AlignedTo<4> for T {}
impl<T: Align<ALIGN=4>> AlignedTo<2> for T {}
impl<T: Align<ALIGN=4>> AlignedTo<1> for T {}
```

I would expect that this code would be accepted. While there are multiple blanket impls of `AlignedTo<1>` and `AlignedTo<2>`, they're bounded by mutually-exclusive bounds - e.g., a type cannot be both `Align<ALIGN=1>` and `Align<ALIGN=2>` at the same time. However, I get this error:

```text
error[[E0119]](https://doc.rust-lang.org/nightly/error-index.html#E0119): conflicting implementations of trait `AlignedTo<1>`
  --> src/lib.rs:15:1
   |
13 | impl<T: Align<ALIGN=1>> AlignedTo<1> for T {}
   | ------------------------------------------ first implementation here
14 | impl<T: Align<ALIGN=2>> AlignedTo<2> for T {}
15 | impl<T: Align<ALIGN=2>> AlignedTo<1> for T {}
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ conflicting implementation

error[[E0119]](https://doc.rust-lang.org/nightly/error-index.html#E0119): conflicting implementations of trait `AlignedTo<2>`
  --> src/lib.rs:17:1
   |
14 | impl<T: Align<ALIGN=2>> AlignedTo<2> for T {}
   | ------------------------------------------ first implementation here
...
17 | impl<T: Align<ALIGN=4>> AlignedTo<2> for T {}
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ conflicting implementation

error[[E0119]](https://doc.rust-lang.org/nightly/error-index.html#E0119): conflicting implementations of trait `AlignedTo<1>`
  --> src/lib.rs:18:1
   |
13 | impl<T: Align<ALIGN=1>> AlignedTo<1> for T {}
   | ------------------------------------------ first implementation here
...
18 | impl<T: Align<ALIGN=4>> AlignedTo<1> for T {}
   | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ conflicting implementation
```

Possibly related to https://github.com/rust-lang/rust/issues/20400.

## Version

Nightly 2022-10-19 4b8f4319954ff2642690
Repository: PowerToys
Issue: PowerToys run:  Open folder in new win11 explorer tab
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

I'd like the possibility (by option), to be able to open a folder as a new tab in the new mutli-tab Windows Explorer in 22H2 (instead of a new window). 
The idea is if an explorer window already exists, then add a tab there, otherwise open a new window.

I am not sure if this is even possible, that is if a relevant api exists, but I think it would be a great idea to avoid cluttering the desktop with multiple windows.

### Scenario when this would be used?

Normal everyday use

### Supporting information

_No response_
Repository: godot
Issue: Special XML characters are not escaped in Info.plist generated for MacOS exports
Labels: bug,platform:macos,topic:porting,topic:export

### Godot version

All

### System information

Doesn't matter

### Issue description

Special characters (like `&` or `<`) typed in export settings for MacOS are not escaped when `Info.plist` file is generated.
(`String::xml_escape()` is not used anywhere in MacOS export code in any Godot version)

### Steps to reproduce

1. Open the MRP (created in Godot 3.5)
2. Export to MacOS
3. Check Info.plist content - there are `&` symbols which break parsing of XML. They should be replaced with `&amp;`.

### Minimal reproduction project

[InfoPlistIssue.zip](https://github.com/godotengine/godot/files/9827632/InfoPlistIssue.zip)
Repository: pytorch
Issue: RuntimeError: Tensors of type TensorImpl do not have numel
Labels: module: build,module: cuda,triaged,module: docker

### 📚 The doc issue

I was trying to build a docker with pytorch versions as follows

RUN pip install torch==1.12.0+cu113 torchvision==0.13.0+cu113 torchaudio==0.12.0 --extra-index-url https://download.pytorch.org/whl/cu113

and             nvidia/cuda:11.0-base

and found the error log as follows

![image](https://user-images.githubusercontent.com/60175495/196897456-41f67c47-2d6a-418d-b0eb-2acfe9044b6c.png)

### Suggest a potential alternative/fix

_No response_

cc @malfet @seemethere @ngimel
Repository: pytorch
Issue: Speed of torch.istft
Labels: module: performance,triaged,module: fft

### 🐛 Describe the bug

It is well-known that the complexity of FFT is O(NlogN) with respect to the sequence length N.
The complexity of STFT given N/T windows of length T is O(N/T * Tlog(T))~O(N).
As such, STFT should be theoretically faster than FFT given large sequence length N.

It can be backed up by the test as follow:
```
import torch
import time
device = torch.device('cuda')
length = 10000
hidden = 6
batch = 256
signal = torch.tensor([[[i for i in range(length)] for dim in range(hidden)] for b in range(batch)], device=device).float()
time_ls = []
for i in range(100):
    torch.cuda.synchronize()
    start = time.time()
    spec = torch.fft.rfft(signal)
    # torch.fft.irfft(spec)
    torch.cuda.synchronize()
    end  = time.time()
    time_ls.append(end - start)
time_ls = torch.tensor(time_ls)
time_ls = time_ls.sort()[0]
time_ls = time_ls[5:-5]
print(time_ls.mean(), time_ls.std())

time_ls = []
signal = signal.reshape(-1, length)
n_fft = 256
for i in range(100):
    torch.cuda.synchronize()
    start = time.time()
    spec = torch.stft(signal, n_fft=n_fft, hop_length=n_fft, center=False, onesided=True)
    # torch.istft(spec, n_fft=n_fft, hop_length=n_fft, center=False, onesided=True)
    torch.cuda.synchronize()
    end  = time.time()
    time_ls.append(end - start)
time_ls = torch.tensor(time_ls)
time_ls = time_ls.sort()[0]
time_ls = time_ls[5:-5]
print(time_ls.mean(), time_ls.std())
```
where the time of fft is 0.0008, and the time of stft is 0.0005. That is great!

However, if you uncomment the istft lines, the results are strange,
where the time of fft + ifft is 0.0019, and the time of stft + istft is 0.003.

Why does istft consume so much time?

### Versions

pytorch nightly-release.
**In pytorch 1.12.1 (stable version), the istft function behaves even more poorly due to #84407**

cc @VitalyFedyunin @ngimel @mruberry @peterbell10
Repository: TypeScript
Issue: Use 1 consistent word for the same concept in diagnosticMessages.generated.json in `ko` locale
Labels: Suggestion,Help Wanted,Experience Enhancement

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

translation, korean, ko, consistent, concept

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [ V ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ V ] This wouldn't change the runtime behavior of existing JavaScript code
* [ V ] This could be implemented without emitting different JS based on the types of the expressions
* [ V ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ V ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

In 'lib/ko/diagnosticMessages.generated.json', "computed" is translated into either "계산된" or "컴퓨팅된".

I think it's better to use one consistent word for the same concept rather than using multiple similar words for it.

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
-->

## 💻 Use Cases

<!--
  What do you want to use this for?
  What shortcomings exist with current approaches?
  What workarounds are you using in the meantime?
-->
Repository: angular
Issue: Anchor tag not working when passed HTML inside "bypassSecurityTrustHtml" to href only when "mousedown" event is binded
Labels: area: zones,state: needs more investigation,P3

### Which @angular/* package(s) are the source of the bug?

core, platform-browser

### Is this a regression?

Yes

### Description

**Issue:**
When Routing is done using the anchor tag which is initially passed inside the "bypassSecurityTrustHtml" not working when passed the HTML(anchor tag) inside "bypassSecurityTrustHtml" only when the "mousedown" event is bind for the document in the application.

**Issue Reproducing Sample:** https://www.syncfusion.com/downloads/support/directtrac/general/ze/showcase-170388105
**Stackblitz Sample:** https://stackblitz.com/edit/angular-ivy-biqhvb

**Replication Procedure:**

- Run the sample.
- Click on the link to Navigate.
- Navigation(Routing) will not work.
- Now comment the line "document.addEventListener('mousedown', this.mouseDownEvent);" in the constructor of the "app.component.ts" file.
- Now run the sample, and navigation(Routing) will work properly.


### Please provide a link to a minimal reproduction of the bug

https://www.syncfusion.com/downloads/support/directtrac/general/ze/showcase-170388105
**Stackblitz Sample:** https://stackblitz.com/edit/angular-ivy-biqhvb

### Please provide the exception or error you saw

```true
No console error occurs
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular: ~13.2.0
@angular/router: ~13.2.0,
rxjs": ~7.5.0,
Node: 16.10.0
Package Manager: 7.24.0
OS: Windows 10
```


### Anything else?

_No response_
Repository: stable-diffusion-webui
Issue: Apply Image segmentation to mask a specific area for inpainting alternate to manual masking.
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 ?
What if we Use model like yolov4 to detect objects in an image then create mask (or even delete the unwanted object or area) and then inpaint which will be much better and accurate. also image segmentation is much easier than text to mask or masking with brush, with just one click away let the model do object detection and masking so inpainting process will be like this: 

**-> detect an object with yolov4 or any other highly accurate model
-> create mask with U-Net , FastFCN, MaskRCNN (which ever model full fill the purpose best)
    -> ( if it give us good result delete the object or area from image)
-> inpaint the masked area ( with text to img)**
 

### Proposed workflow

1. Object Detection
2. Masking (or deletion of unwanted object or area)
3. Inpainting
Repository: material-ui
Issue: Textfield component input cursor wrong position if text is very long
Labels: out of scope,component: text field,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Go to https://mui.com/material-ui/react-text-field/
2. Insert more than 10000 characters to any input, better 20000 to make error easy to realize.
3. Make sure your cursor is at end of string.
4. The cursor position does not align with the actual end of text.


### Current behavior 😯

The cursor does not align with the text.

![image](https://user-images.githubusercontent.com/24945742/196920994-3f75a7d9-4b93-465b-af29-362de6a65ebe.png)


### Expected behavior 🤔

The input cursor should align with the text.

### Context 🔦

This error also occur in [official doc website](https://mui.com/material-ui/react-text-field/), therefore no context is needed apparantly.
If extra info need, I will reply in thread.

### Your environment 🌎

Browser: chrome 106.0.5249.119（Official Build）64-bits
Repository: three.js
Issue: Sprites with off-center .center properties potentially not rendered at frustum edges.
Labels: Bug

For example, if a Sprite's center is set to (0, 0.5) and the sprite moves towards the left edge of the camera frustum, it will disappear as soon as less than ~ 30% of the sprites remain.

Simple code example:

```
const renderer = new THREE.WebGLRenderer();
renderer.setSize(400, 300);
document.body.append(renderer.domElement);

const scene = new THREE.Scene();
const sprite = new THREE.Sprite(new THREE.SpriteMaterial());
sprite.scale.set(100, 100, 1);
sprite.center = new THREE.Vector2(0, 0.5);
scene.add(sprite);

const camera = new THREE.OrthographicCamera(-200, 200, 150, -150, 0.1, 1000);
//const camera = new THREE.PerspectiveCamera(50, 4/3, 0.1, 1000);
camera.position.z = 500;

const rerender = () => {
    renderer.render(scene, camera);
}
rerender();

window.addEventListener('keydown', e => {
    if(e.key === 'ArrowLeft') sprite.position.x -= 10;
    if(e.key === 'ArrowRight') sprite.position.x += 10;
    rerender();
})
```

After some code-digging, I found that the problem seems to be Frustum's .intersectsSprite method, which ignores the Sprite's .center property entirely.

Seems like replacing `_sphere.center.set( 0, 0, 0 )` with `_sphere.center.set( 0.5 - sprite.center.x, 0.5 - sprite.center.y, 0 )` would fix the issue?
Repository: storybook
Issue: [Bug]: Show source only works after interacting with Storybook UI
Labels: bug,needs triage

### Describe the bug

Use any flavour of the `<Canvas>` block in the docs tab try to show the source code for that component. It will say `No source` until the user has interacted with the Storybook UI in any way. This has been an on/off error for quite a few versions now and it's really frustrating to fix. 
I'd greatly appreciate any help here and would love to help fix this.

### To Reproduce

```shell
Works with any standard repo containing at least one component, e.g.: https://github.com/andreaswissel/design-systems-workshop/tree/lab-8/design-systems/src
```


### System

```shell
Environment Info:

  System:
    OS: macOS 12.4
    CPU: (16) x64 Intel(R) Xeon(R) W-2140B CPU @ 3.20GHz
  Binaries:
    Node: 14.16.1 - ~/.nvm/versions/node/v14.16.1/bin/node
    Yarn: 1.22.17 - ~/.nvm/versions/node/v14.16.1/bin/yarn
    npm: 8.19.2 - ~/.nvm/versions/node/v14.16.1/bin/npm
  Browsers:
    Firefox: 99.0
    Safari: 15.5
  npmPackages:
    @storybook/addon-actions: 6.5.10 => 6.5.10 
    @storybook/addon-essentials: 6.5.10 => 6.5.10 
    @storybook/addon-interactions: 6.5.10 => 6.5.10 
    @storybook/addon-links: 6.5.10 => 6.5.10 
    @storybook/angular: 6.5.10 => 6.5.10 
    @storybook/builder-webpack5: 6.5.10 => 6.5.10 
    @storybook/manager-webpack5: 6.5.10 => 6.5.10 
    @storybook/testing-library: 0.0.13 => 0.0.13
```


### Additional context

_No response_
Repository: PowerToys
Issue: Dragging windows etc. via MobaXterm RDP Connection doesn't work when using "always on top" 
Labels: Issue-Bug,Product-Always On Top,Priority-3

### Microsoft PowerToys version

0.63.0

### Installation method

Windows Store

### Running as admin

- [ ] Yes

### Area(s) with issue?

Always on Top

### Steps to reproduce

Put chrome's window always on top and pin it  to eather corner (in my case right up).
Open MobaXterm RDP and try on guests:
- doubleclicks
- dragging windows
- selecting text

### ✔️ Expected Behavior

Normal doubleclick speed should work
Windows should be draggable
Text should be selected when dragging over it

### ❌ Actual Behavior

When I double click very slowly, it works, otherwise not.
Windows are not draggable. Cannot move them in guest.
Cannot select text.
If I disable always on top functinality, it starts working.

### Other Software

MobaXterm Professional v22.1
Chrome v106.0.5249.119
Repository: godot
Issue: Godot window can get focus only the second time
Labels: bug,platform:macos,topic:editor

### Godot version

3.5.1

### System information

Macbook Pro OS 12.5, 2,3 GHz dual core intel core i5. Intel iris plus graphics 640 1536 mb

### Issue description

Hi,

When moving to godot from another app, Godot doesn't get the focus the first time, only the second time. It also happens when trying to enter the game window from the editor, as you can see on the video. It's extremely annoying.



https://user-images.githubusercontent.com/104303630/196931982-34fe9543-64e4-4eab-ad0e-ddd7f2b07bf4.mp4





### Steps to reproduce

On Mac OS, simply try to move from a random app to Godot, and from Godot editor to the game window.

### Minimal reproduction project

_No response_
Repository: rust
Issue: Conditionally derived traits using `cfg_attr` are not documented as being behind a feature flag.
Labels: T-rustdoc

When conditionally deriving a trait using `cfg_attr`, the `doc_cfg` feature gate is not documented. A minimal example can be found [here](https://github.com/cobward/doc_cfg_attr_issue), but is summarised below:

## Example:
```rust
 #![feature(doc_auto_cfg)]
 #[cfg_attr(feature = "debug", derive(Debug))]
 pub struct Test();
```
### Generates:
![generated](https://user-images.githubusercontent.com/93085583/196935828-ab68f9fe-0075-426e-ad15-9d0d81fea049.png)

### Expectation:
![expected](https://user-images.githubusercontent.com/93085583/196935838-cb4953b2-a5b8-477c-827e-aa964e2e3779.png)
Repository: kubernetes
Issue: scheduler integration tests timing out on server setup
Labels: sig/scheduling,sig/api-machinery,kind/flake,sig/testing,triage/accepted

### Which jobs are flaking?

pull-kubernetes-integration

### Which tests are flaking?

It looks like random tests are failing, for example:

- TestUnReserveReservePlugins/The_Reserve_plugins_succeed 
- TestImageLocalityScoring
- TestPVCBoundWithADC

### Since when has it been flaking?

Oct 19th

### Testgrid link

https://storage.googleapis.com/k8s-triage/index.html?pr=1&job=pull-kubernetes-integration&test=scheduler

### Reason for failure (if possible)

```
    test_server.go:221: timed out waiting for the condition
```

### Anything else we need to know?

It doesn't look like the error is specific to the tests, so maybe something changed in the apiserver setup recently

### Relevant SIG(s)

/sig scheduling
/sig testing
/sig api-machinery