sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: CharacterBody3D doesn't report wall collision.
Labels: bug,topic:physics,topic:3d

### Godot version

4.0.2

### System information

Windows 10, Nvidia GTX 1660Ti, Vulkan

### Issue description

I'll start with a note, this could be the same as these, I'm not sure so if it's so let's close this I just wanted to add this in case it was just overlapping and actually something else:
https://github.com/godotengine/godot/issues/72988
https://github.com/godotengine/godot/issues/75647
https://github.com/godotengine/godot/issues/75537

Anyway, when CharacterBody3D gets to a corner of a wall it stops registering wall collisions although the wall is stopping it from moving forward.
You can see it better in the video here: https://youtu.be/lF4PczJrP-8
(in the repro project I also print is_on_floor, is_on_wall, is_on_floor_only, is_on_wall_only, I forgot to add it to the video but you can see it in MRP).

Again, if this is the same as the other issues then no need to keep this report up but since the other reports are not talking about this I wanted to log it in case it's a separate issue.

Also, although Velocity is set the get_real_velocity starts returning 0 vector, I have no idea if that means anything or not but I thought it was supposed to return velocity after sliding it or something?

### Steps to reproduce

1. Play the project.
2. Slide along the wall at an angle.
3. Observer results : Player at some point gets stuck on a corner as in the other reports.
(4. Maybe try changing the angle if it doesn't happen.)
5. On player toggle manual controls and try to move around to test it more.
(Check the Player script, at the end there're print statements to see what is actually being printed)

### Minimal reproduction project

[CharacterBodyTest.zip](https://github.com/godotengine/godot/files/11354486/CharacterBodyTest.zip)

EDIT: Video should be ok now.
EDIT2: I tried this with `move_and_collide` too and the problem is the same.
EDIT3: Someone pointed me to https://github.com/reduz/godot/tree/use-exact-sweep-test-for-character , I tried it and the in does not seem to resolve this issues unfortunately although I could have made a mistake when building godot from this branch but nothing poped up on me :0. Could anyone else give it a try please too? Just to be clear I don't even know if it is supposed to affect this or not I was just pointed to it to give it a try.
EDIT4: I've also tried grounded vs floating mode and no gravity and no floor but all of that has the issue.
EDIT5: I've also tried to check RigidBody3D, same or similar issues happen so it might be a collision resolution issue rather than CharacterBody3D specific.
Repository: pytorch
Issue: torch.utils._content_store will deduplicate storage with identical contents; may be problematic for mutation
Labels: module: serialization,triaged

### 🐛 Describe the bug

Maybe we need a mode where we maintain aliases

### Versions

master

cc @mruberry
Repository: vscode
Issue: Japanese IME recomposition broken in Windows Desktop App & Firefox + vscode.dev
Labels: bug,editor-input-IME

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- VS Code Version: 1.77.3
- OS Version: Win11

Steps to Reproduce:

1. Install Japanese IME (e.g. Google Japanese IME) and launch VSCode
2.  Input some Japanese
3. Press Ctrl + BackSpace to start recomposition


- Excepted: All that has just been input are going to be recomposed
- Actual: Some or none won't be recomposed


Desktop:

https://user-images.githubusercontent.com/12870451/235182400-16dcc155-9cd0-42c8-976d-b6e887daf251.mp4

(AVIF + ISOMBFF; Use browsers other than Safari)

Note: Chrome or Edge in [vscode.dev](https://vscode.dev/) works perfectly.

Chrome  (expected):

https://user-images.githubusercontent.com/12870451/235198279-ce13cfa5-51a7-41bb-bda0-09b80ff4aaf2.mp4

In Chrome, [Monaco](https://microsoft.github.io/monaco-editor/playground.html?source=v0.37.1) works perfectly too.

For Chinese & Korean users: this issue occurs on IME for your language too.
Repository: vscode
Issue: Accessibility: Make Tab key focus restricted to the currently open view
Labels: accessibility,under-discussion

CC @meganrogge and @isidorn

For blind users, overlaid views might be very confusing if they lack distinct focus boundaries.

I believe pressing the Tab/Shift+Tab keys within Ctrl+F should remain in this view and cycle through related controls, unless users explicitly close the view.

Ctrl+F view is just one of the examples.

## Current Behavior

Consecutive Tab/Shift+Tab presses fall to the editor area.

## Expected/Suggested Behavior

Tab key focus is restricted to the currently open view.

## Related Resource

https://stackoverflow.com/questions/50178419/how-can-restrict-the-tab-key-press-only-within-the-modal-popup-when-its-open
Repository: pytorch
Issue: [discussion] "TensorList" as first-class python-world abstraction (to mirror existing dispatcher's `TensorList` and `torch::autograd::tensor_list`) and as key for dispatch for merging `torch._foreach_*` into regular `torch.*` functions
Labels: feature,triaged,module: nestedtensor

### 🚀 The feature, motivation and pitch

There currently exist NestedTensor which accepts a list of tensors but copies them into a new storage

There currently are a bunch of _foreach methods which accept and return tensor lists (e.g. https://github.com/pytorch/pytorch/issues/100248) - these do not force copies into a new storage and often operate inplace. Another usecase: https://github.com/pytorch/pytorch/issues/27522 where copies can be more costly than the operation itself + when copies are taking the precious memory (which is important in academic settings)

I'm proposing to make lists of tensors somehow a first-class abstraction similar to NestedTensor. Maybe it could be done by introducing a new class TensorList or by making existing dispatch to foreach functions if they are fed a python list of tensors

This was discussed in some other places before with @cpuhrsch, but maybe now with proliferation of _foreach methods, it may make sense to absorb them into existing `torch.*` methods and just dispatch properly? As I understand, some TensorList abstraction already exists at the C++ / dispatch level

### Alternatives

_No response_

### Additional context

_No response_

cc @cpuhrsch @jbschlosser @bhosmer @drisspg
Repository: material-ui
Issue: `aria-current` on last breadcrumb item
Labels: accessibility,component: breadcrumbs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

I would like to be able to place `aria-current="page"` on the last `<li>` in a Breadcrumbs component. Currently, the `<li>` are completely autogenerated and don't seem to be customisable.

Perhaps a prop to control which item gets this attribute, and/or a way to customise the generated `<li>`s so devs can pick and choose which aria attribute to add where.

The default behaviour I would like to see added, is `aria-current="page"` on the last `<li>`. Any customisation should probably undo-and-override this.

### Examples 🌈

![image](https://user-images.githubusercontent.com/152227/235203313-766bb221-1818-408d-a5ca-e0c8b7796587.png)

That one should become `<li class="MuiBreadcrumbs-li" aria-current="page">`.

### Motivation 🔦

Accessibility improvements.
Repository: godot
Issue: New (non-embedded) window transparency glitching based on focus if window is size is equal to monitor resolution
Labels: bug,platform:windows,topic:porting

### Godot version

4.0.2 + 4.0.3 + 4.1

### System information

Windows 11, Forward+, Intel i7-13700k, Nvidia RTX 4070ti

Also replicated on: Windows 10, Forward+, Intel i7-11850H, Nvidia MX450
Also replicated on: Windows 11, Forward+, AMD Ryzen 7 6800 HS, Nvidia 3060M (both discrete & integrated graphics)
But on: Ubuntu 22.04, AMD Ryzen 7 6800 HS, Nvidia 3060M:
-  *It works as expected* on all renderers for (a) integrated graphics, (b) on dedicated graphics + X11 (nouveau), and (c) on Wayland (all combinations I tried)
- The window gets opened but doesn't show at all (no pink rect) with the proprietary 530 driver if using Forward+ or Mobile but it does show if using Compatibility

Not affected by monitor or number of monitors.

### Issue description

When creating a new window with `Window.new()`, `add_child()` etc, I'm trying to make it transparent. I've enabled `Display > Window > Size > Transparent`, `Display > Window > Per Pixel Transparency > Allowed` and `Rendering > Viewport > Transparent Background` and I've set all flags that seem relevant:

```
window.size = DisplayServer.screen_get_size()
window.always_on_top = true
window.transparent = true
window.borderless = true
window.set_transparent_background(true)
```

But the window turns completely completely black (minus the `ColorRect` which show fine, as soon as OBS catches up):

Edit: The recording show the transitions as taking some time but they actually happen instantly. Not sure what the issue with the recording is :/

https://user-images.githubusercontent.com/26832680/235203015-aecf3c28-1a82-427a-af91-2b8b6246e947.mp4


However when I change the size:
```
window.size = DisplayServer.screen_get_size() - Vector2i(1, 1)
```

Everything works fine:

https://user-images.githubusercontent.com/26832680/235205976-2e5c9e6f-66ec-4389-9801-0c3b693ea55f.mp4





### Steps to reproduce

1. Open provided project and run it
2. Double click inside the main window to trigger opening of a new window
3. New window is black despite best efforts to have it transparent
4. Focusing on any other window (e.g. click or alt-tab), be it Godot or otherwise, fixes the transparency
5. Re-focusing on the new window causes it to go black again

### Minimal reproduction project

[WindowTransparency.zip](https://github.com/godotengine/godot/files/11355531/WindowTransparency.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Support Deepfloyd IF?
Labels: enhancement,extension-request

### 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 ?

Add support for Deepfloyd IF models

### Proposed workflow

1. in models/deepfloyd you place models
2. They can be used just like Stable Diffusion


### Additional information

This might be out of scope, since as the name suggests this project is for Stable Diffusion. However, while Stable Diffusion is the go to image generator now, that might not be the case one day so maybe this project should expand it's scope to be a general image generation UI? This is just a suggestion and I understand if it's out of scope or too complex of a task
Repository: TypeScript
Issue: .d.ts emitted from derived classes in JS doesn't include identical override properties
Labels: Bug

```js
export class C {
    updateDisplay() {
    }
}

export class D extends C {
    updateDisplay() {
    }
}
```

The generated d.ts for JS has `export class D extends C {}` whereas TS has `export declare class D extends C { updateDisplay(): void }`
Repository: vscode
Issue: Can't Highlight Text By Draggin Mouse
Labels: bug,windows,editor-input

Type: <b>Bug</b>

I've disabled all extensions, I've deleted all all content inside the user settings.json i've tried reinstalling VSC. I've ensured drag and drop is enabled and that word wrap is disabled. I can highlight text in my browser and other applications just fine, it's only in VSC I can't highlight text/code. I really dont know what else to do to fix this issue it's infuriating.

VS Code version: Code 1.77.3 (704ed70d4fd1c6bd6342c436f1ede30d1cff4710, 2023-04-12T09:16:02.548Z)
OS version: Windows_NT x64 10.0.22000
Modes:
Sandboxed: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|12th Gen Intel(R) Core(TM) i7-12700KF (20 x 3610)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off|
|Load (avg)|undefined|
|Memory (System)|31.86GB (21.03GB free)|
|Process Argv|--crash-reporter-id b92971e5-cf86-4b9c-a318-7c40c9c64eb7|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (1)</summary>

Extension|Author (truncated)|Version
---|---|---
LiveServer|rit|5.7.9


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
cmake_vspar411:30581797
vsaa593:30376534
pythonvs932:30410667
cppdebug:30492333
vsclangdf:30486550
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30695312
azure-dev_surveyone:30548225
nodejswelcome1cf:30587006
3biah626:30602489
pyind779:30671433
f6dab269:30613381
pythonsymbol12:30671437
a9j8j154:30646983
vsccsb:30705552
azdwalk:30721579
pythonms35:30701012
pythonfmttextcf:30716743
pythonclientmvcf:30725893

```

</details>

<!-- generated by issue reporter -->
Repository: pytorch
Issue: [Performance] Potential Performance optimization for SDPA
Labels: feature,triaged,module: inductor,module: sdpa

# Summary
### Eager
The interface for SDPA is (batch, num_heads, seq_len, head_dim) to more closely align with the Attention is All You Need Paper. For most transformers architectures SDPA is called following an input Linear projection and this projection is done on a tensor of shape (batch, seq_len, num_heads, head_dim).

For instance take a look at the CausalSelfAttention module used in the tutorial:
https://pytorch.org/tutorials/intermediate/scaled_dot_product_attention_tutorial.html#causal-self-attention.

This requires the query, key, value's to be transposed prior to calling SDPA. 

Both FlashAttention and MemEfficientAttention accept input q,k,v in the form: (batch, seq_len, num_heads, head_dim).  Within sdpa{flash, mem_eff} we call transpose here: 

For flash the following is the code pointer:
https://github.com/pytorch/pytorch/blob/c4bed869d16e9e0b761b82dda9130cfc14479141/aten/src/ATen/native/transformers/cuda/attention.cu#L715

In eager this manifests itself as two back-to-back view operations. This is not ideal but view ops are generally fairly cheap.

### PT2
Now we go to torch_compile which is great at removing this framework overhead. However, since https://github.com/pytorch/pytorch/blob/c4bed869d16e9e0b761b82dda9130cfc14479141/aten/src/ATen/native/transformers/cuda/attention.cu#L688
is an aten operation that inductor doesn't know how to compile( this is good), inductor will fallback to the aten op. However the transposes inside this ops which are potentially fusable can not be. 

### Question:
We could probably make sdpa_flash composite and just have at::_flash_forward as an aten op. This should in theory allow for the transposes to be compiled. Is there a good way to figure out the potential of this change before doing it? -> There is potential complexity with handling NestedTensors but I think we could avoid the dispatcher and just do it manually.



cc @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @chauhang @aakhundov @peterbell10
Repository: TypeScript
Issue: Make AggregateError generic to represent error types
Labels: Suggestion,Awaiting More Feedback

# lib Update Request

Make it possible for an `AggregateError` to carry a type parameter representing the shape of the items in its `errors` array, while preserving backwards compatibility using type parameter defaults. 

Specifically, the current definition is:

```ts
// In lib.es2021.promise.d.ts
interface AggregateError extends Error {
    errors: any[]
}

interface AggregateErrorConstructor {
    new(errors: Iterable<any>, message?: string): AggregateError;
    (errors: Iterable<any>, message?: string): AggregateError;
    readonly prototype: AggregateError;
}

// In lib.es2022.error.d.ts; adds `options` argument.
interface AggregateErrorConstructor {
    new (
        errors: Iterable<any>,
        message?: string,
        options?: ErrorOptions
    ): AggregateError;
    (
        errors: Iterable<any>,
        message?: string,
        options?: ErrorOptions
    ): AggregateError;
}
```

I'm proposing instead:

```ts
// In lib.es2021.promise.d.ts
interface AggregateError<T = any> extends Error {
    errors: T[]
}

interface AggregateErrorConstructor {
    new<T = any>(errors: Iterable<T>, message?: string): AggregateError<T>;
    <T = any>(errors: Iterable<T>, message?: string): AggregateError<T>;
    readonly prototype: AggregateError;
}

// In lib.es2022.error.d.ts
interface AggregateErrorConstructor {
    new<T = any>(errors: Iterable<T>, message?: string,
        options?: ErrorOptions): AggregateError<T>;
    <T = any>(errors: Iterable<T>, message?: string,
        options?: ErrorOptions): AggregateError<T>;
    readonly prototype: AggregateError;
}
```

Again, the only difference is the addition of a new `T` parameter defaulting to `any` (the old value), with the `errors` key updated from `any[]` to `T[]`.

## Configuration Check

My compilation *target* is `ES2022` and my *lib* is `["ES2022", "DOM"]`.

## Missing / Incorrect Definition

NA, as the property isn't missing; it's just underspecified.

I think this would be a nice quality of life improvement, esp for code that returns `AggregateErrors` (sorta analogous to the functional style of returning a `Result` type) rather than throwing them.

## Sample Code

```ts
// Current
const x = new AggregateError([new Error("Something something...")]).errors; // type is any[]

// With proposal
const x = new AggregateError([new Error("Something something...")]).errors // type is Error[]
```

## Documentation Link

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/AggregateError/errors
Repository: rust
Issue: Mysterious "higher-ranked lifetime error" with async fn in trait and return-type notation
Labels: A-NLL,C-bug,requires-nightly,D-confusing,F-async_fn_in_trait,T-types,F-return_type_notation,A-higher-ranked

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
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I tried this code:

```rust
#![feature(return_type_notation)]
#![feature(async_fn_in_trait)]

trait HealthCheck {
    async fn check<'a: 'a>(&'a mut self) -> bool;
}

async fn do_health_check_par<HC>(hc: HC)
where
    HC: HealthCheck<check(): Send> + Send + 'static,
{
    tokio::task::spawn(async move {
        let mut hc = hc;
        if !hc.check().await {
            log_health_check_failure().await;
        }
    });
}

async fn log_health_check_failure() {}
```

I expected to see this happen: it works

Instead, this happened:

```
error: higher-ranked lifetime error
  --> src/lib.rs:12:5
   |
12 | /     tokio::task::spawn(async move {
13 | |         let mut hc = hc;
14 | |         if !hc.check().await {
15 | |             log_health_check_failure().await;
16 | |         }
17 | |     });
   | |______^
   |
   = note: could not prove `[async block@src/lib.rs:12:24: 17:6]: Send`
```
Repository: vscode
Issue: unable to debug extensions in Codespaces for the web
Labels: bug,debug

Interesting discovery… for the longest time I have been unable to debug VS Code extensions using Codespaces for the web. Whenever I would F5 my extension, say https://github.com/TylerLeonhardt/shell-runner-notebooks
It would always show this URL:
https://github.com/codespaces/tylerleonhardt-vscode-pester-test-adapter-r238?folder=%2Fhome%2Fcodespace&payload=%5B%5B%22extensionDevelopmentPath%22%2C%22vscode-remote%3A%2F%2Fcodespaces%252Btylerleonhardt-turbo-space-happiness-xvr79qp773pvv9%2Fworkspaces%2Fvscode-extension-samples%2Fauthenticationprovider-sample%22%5D%2C%5B%22extensionEnvironment%22%2C%22%7B%7D%22%5D%2C%5B%22debugId%22%2C%223018c880-4681-4ae3-84ee-3e69a8f5a19b%22%5D%2C%5B%22inspect-brk-extensions%22%2C%2253172%22%5D%5D
Notice `tylerleonhardt-vscode-pester-test-adapter` is an entirely different extension.

I looked into this some more and noticed this in my Settings Sync data:
```
		"debug.lastExtensionDevelopmentWorkspace": {
			"version": 1,
			"value": "{\"folderUri\":{\"$mid\":1,\"external\":\"vscode-remote://codespaces%2Btylerleonhardt-vscode-pester-test-adapter-r238/home/codespace\",\"path\":\"/home/codespace\",\"scheme\":\"vscode-remote\",\"authority\":\"codespaces+tylerleonhardt-vscode-pester-test-adapter-r238\"}}"
		},
```
there’s the bad uri… which has been there for ages.

I tracked it down to this code:
https://github.com/microsoft/vscode/blob/9c29619f350b497672f1a7290b7e0133aa441132/src/vs/workbench/contrib/debug/browser/extensionHostDebugService.ts#L77-L85
and I don’t quite know what this code does… but I feel like there is an issue here.

Either that value needs to not be synced, or it needs to be updated more often.

Do either of you know what the right way forward is so I can debug vscode extensions using Codespaces for the web?

btw, desktop (Codespaces) does not repro this… I assume it’s because the line I linked is called `BrowserExtensionHostDebugService` and only runs in web.