sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: CharacterBody2D (only in Floating Motion Mode) accelerated by slides
Labels: bug,topic:physics,topic:2d

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Linux Mint 22 (Wilma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (nvidia; 535.183.01) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

### Issue description

## with Floating Motion Mode
As you can see here, the CharacterBody2D velocity on the x axis is increased as soon as it touches the StaticBody2D. However each frame, the velocity is set to `speed` (a variable that is equal to `Vector2(50, 100)`) so it should never speed up like that (I guess).

https://github.com/user-attachments/assets/2615740b-8145-4acd-af8f-a6b9d1320f57

the script of the CharacterBody2D is as following:
```gdscript
extends CharacterBody2D

## the vector wich will be assigned to velocity
@export var speed: Vector2 = Vector2(50, 100)

func _physics_process(delta: float) -> void:
	
	velocity = speed
	var is_collinding = move_and_slide()
	
	print(" is_colliding = ", is_collinding)
	print("x --> real_vel : ", get_real_velocity().x)
	print("y --> real_vel : ", get_real_velocity().y)
	print("x --> velocity : ", velocity.x)
	print("y --> velocity : ", velocity.y)
	print() # print a blank line to easyly distinguish frames in the output
	
```

I know thanks to these prints that the x real velocity is around 109 during the slide (instead of 50).
I can also say that this depends on the value of the velocity y coordinate: The higher `velocity.y` is , the higher `get_real_velocity().x` will be during th slide.
the fact that `velocity`  is not updated during `move_and_slide()` is another issue already reported (https://github.com/godotengine/godot/issues/60447)

## with Grounded Motion Mode (expected behavior)

https://github.com/user-attachments/assets/cda63e37-6558-46f6-b766-44a8ada58f30


### Steps to reproduce

1. create a new 2D scene
2. add a CharacterBody2D in **Floating Motion Mode** and with a collision shape as child
3. add a StaticBody2D with a collision shape as child 
4. for the StaticBody2D's collision shape, select a rectangle shape in order to have no slop
5. add a script to the CharacterBody2D and set its content as following :
```gdscript
extends CharacterBody2D

## the vector wich will be assigned to velocity
@export var speed: Vector2 = Vector2(50, 100)

func _physics_process(delta: float) -> void:
	
	velocity = speed
	var is_collinding = move_and_slide()
	
	print(" is_colliding = ", is_collinding)
	print("x --> real_vel : ", get_real_velocity().x)
	print("y --> real_vel : ", get_real_velocity().y)
	print("x --> velocity : ", velocity.x)
	print("y --> velocity : ", velocity.y)
	print() # print a blank line to easyly distinguish frames in the output
```
6. place the nodes so the CharacterBody2D slides over the StaticBody2D's upper side when yon run the scene
7. run the scene

### Minimal reproduction project (MRP)

[issue_demo.zip](https://github.com/user-attachments/files/18294596/issue_demo.zip)
Repository: tauri
Issue: [feat] Add Window API support to Android
Labels: type: feature request,platform: Android

### Describe the problem

[Window](https://v2.tauri.app/reference/javascript/api/namespacewindow/) API support is not available for Android.

### Describe the solution you'd like

Android provides support for a [presentation](https://developer.android.com/reference/android/app/Presentation) since API 17 which is a special kind of dialog whose purpose is to present content on a secondary display.

This capability could be leveraged to present an additional WebView on a secondary display.

### Alternatives considered

N/A

### Additional context

[WRY #21](https://github.com/tauri-apps/wry/issues/21)
Repository: tauri
Issue: [feat] Add Window API support to iOS 
Labels: type: feature request,platform: iOS

### Describe the problem

[Window](https://v2.tauri.app/reference/javascript/api/namespacewindow/) API support is not available for iOS.

### Describe the solution you'd like

iOS provides support for [Scenes](https://developer.apple.com/documentation/uikit/scenes) which manage multiple instances of an app's UI simultaneously, and directs resources to the appropriate UI instance.

This capability could be leveraged to present an additional WebView on a secondary display.

### Alternatives considered

N/A

### Additional context

#12140 
See article: ["Supporting multiple windows on iPad"](https://developer.apple.com/documentation/uikit/supporting-multiple-windows-on-ipad).
Repository: PowerToys
Issue: Adding the option to turn on and off modules with keybinds
Labels: Needs-Triage

### Description of the new feature / enhancement

Basically be able to assign the toggle option of a module to a keybind. 

### Scenario when this would be used?

For example, if i need to remap keys with the keyboard manager for a specific game but i need to turn it off for something else, instead of having to open powertoys and toggleing the option, i can just hit a set of keys and it would toggle without having to do all that. If there was a way to make that happen even when the app isnt open that would be awesome.

### Supporting information

dont have any just an idea i came up with idk if someone else has brought this up or it is an option and i just never noticed
Repository: TypeScript
Issue: Unexpected "'Type' is declared but its value is never read." error with jsdoc @import syntax
Labels: Bug,Help Wanted,Fix Available

### 🔎 Search Terms

jsdoc `@import` "is declared but its value is never read"

### 🕗 Version & Regression Information

I have seen this error since the introduction of `@import` in jsdoc comments (TS 5.5 if i recall correctly)

### ⏯ Playground Link

_No response_

### 💻 Code

I made a testcase repo https://github.com/DavidBruant/jsdoc-import-unused-testcase
It is as reduced as a managed to make it

The code : 

```js
/** @import {ImportedType} from './types.d.ts' */

function id() { return undefined }

/** @type {Set<ImportedType>} */
export const phases = new Set(['a', 'b'])

```

The types.d.ts file:
```ts
export type ImportedType = 'a' | 'b'
```

### 🙁 Actual behavior

`tsc` and VSCodium both say: 
```
code.js:1:5 - error TS6133: 'ImportedType' is declared but its value is never read.

1 /** @import {ImportedType} from './types.d.ts' */
```

### 🙂 Expected behavior

There shouldn't be an error because of the line using the type : `/** @type {Set<ImportedType>} */`

We've had this error in plently of places. It also seems like it occurs more regulary when the type is used within a generics

### Additional information about the issue

For some reason, removing `function id() { return undefined }` from the code solves the problem while it seems completely unrelated to the problem
Repository: material-ui
Issue: [system] Remove prefix
Labels: performance,external dependency,priority: important,package: system,dx

### Summary

As far as I know, prefixes are no longer needed for the last 12+ months. I don't know any of https://mui.com/material-ui/getting-started/supported-platforms/#browser that requires it.

Now, considering that those are pure pain from a DX perspective. e.g. `-webkit-box-pack` 🤡
<img width="1242" alt="SCR-20250103-bamg" src="https://github.com/user-attachments/assets/e52e0915-8f0a-4f3c-b290-bfee5bf76e05" />
https://mui.com/material-ui/react-button/

and bundle size. https://pkg-size.dev/stylis

<img width="352" alt="SCR-20250103-bbjb" src="https://github.com/user-attachments/assets/daad3858-0e6b-453e-85ac-bffb65b10f6a" />

I think it's time we remove them. 

- https://github.com/thysultan/stylis/issues/334
- https://github.com/thysultan/stylis/issues/338

Now, to test whether this is true or not. If we can't do it right now, to move to v7. cc @brijeshb42 

### Examples

https://github.com/emotion-js/emotion/pull/3296

### Motivation

Stay relevant.

**Search keywords**: -
Repository: flutter
Issue: [cross_file] XFile.name should use defaultTargetPlatform path separator, not Platform
Labels: package,team-ecosystem,P2,p: cross_file,triaged-ecosystem

The implementation of `XFile.name` (for `dart:io`) splits on `Platform.pathSeparator`:
```dart
  @override
  String get name => _file.path.split(Platform.pathSeparator).last;
```

This is fine in production, but can give the wrong answer in tests: `Platform` identifies the host platform the test is actually running on, but the data in the test will reflect the target platform the test is simulating, i.e. `defaultTargetPlatform`.

In particular this means that if a developer using a Windows machine runs the tests of an app that targets Android or any other non-Windows platform, `XFile.name` will typically just return the entire path: the paths in the test will use `/` as the separator because that's what actually appears in paths on Android etc., and there will typically be no `\` to split on. Typically this means tests which exercise that code will [break](https://chat.zulip.org/#narrow/channel/516-mobile-dev-help/topic/failing.20composebox.20test.20while.20running.20check.20script/near/1999593).

Instead of `Platform.pathSeparator`, the `name` getter should use the path separator for the platform identified by `defaultTargetPlatform`. That's `r'\'` for `TargetPlatform.windows`, and `'/'` for I think all other values (I'm not certain about `TargetPlatform.fuchsia`).
Repository: rust
Issue: `Cargo Build` gets stuck compiling my code
Labels: C-bug,I-hang,S-needs-repro


While writing some code I wanted to see if it compiled, and instead cargo build just hung, either forever or longer than I was willing to late. It's a bug either way. I think I got it stuck in an infinite loop resolving traits

Code is here. I was editing `mask.rs` when I encountered the issue. 

I think the problem code is 
```rust
pub trait Maskable<T>: Copy {
    type Mask: Mask;

    fn set_masked<R: Splat<Self>>(&mut self, mask: Self::Mask, value: R);
}

impl<T, const N: usize> Maskable<T> for Col<T, N>
where
    T: Copy,
{
    type Mask = Col<bool, N>;

    fn set_masked<R: Splat<Self>>(&mut self, mask: Self::Mask, value: R) {
        let value: Self = value.splat();
        for (i, &m) in mask.iter().enumerate() {
            if m {
                self[i] = value[i]
            }
        }
    }
}

impl<S: Copy, T: Copy, const H: usize, const W: usize> Maskable<T> for Mat<S, W, H>
where
    Col<S, W>: Copy + Maskable<T>,
{
    type Mask = Col<Col<S, W>::Mask, H>;

    fn set_masked<R: Splat<Self>>(&mut self, mask: Self::Mask, value: R) {
        let value: Self = value.splat();
        for (i, &m) in mask.iter().enumerate() {
            self[i].set_masked(m, value[i]);
        }
    }
}
```
(this code is bad and wrong but it probably shouldn't do this)

I cant include a backtrace because Cargo never terminates
Repository: go
Issue: x/oscar/internal/commentfix: TestFixGitHubIssue/fix-run-concurrent failures
Labels: NeedsInvestigation

```
#!watchflakes
default <- pkg == "golang.org/x/oscar/internal/commentfix" && test == "TestFixGitHubIssue/fix-run-concurrent"
```

Issue created automatically to collect these failures.

Example ([log](https://ci.chromium.org/b/8726812130181378417)):

    === RUN   TestFixGitHubIssue/fix-run-concurrent
        testutil.go:23: time=2025-01-02T15:44:46.814-08:00 level=INFO msg="fixer run issue" dbtime=1735861486814317000 issue=20
        testutil.go:23: time=2025-01-02T15:44:46.814-08:00 level=INFO msg="fixer run issue" dbtime=1735861486814103000 issue=18
        testutil.go:23: time=2025-01-02T15:44:46.814-08:00 level=INFO msg="fixer run issue" dbtime=1735861486814103000 issue=18
        testutil.go:23: time=2025-01-02T15:44:46.815-08:00 level=INFO msg="logged action" key="(\"https://api.github.com/repos/rsc/tmp/issues/18\")"
        testutil.go:23: time=2025-01-02T15:44:46.815-08:00 level=INFO msg="fixer run comment" dbtime=1735861486814241000 url=https://api.github.com/repos/rsc/tmp/issues/comments/10000000001
        testutil.go:23: time=2025-01-02T15:44:46.816-08:00 level=INFO msg="logged action" key="(\"https://api.github.com/repos/rsc/tmp/issues/comments/10000000001\")"
        testutil.go:23: time=2025-01-02T15:44:46.816-08:00 level=INFO msg="fixer run comment" dbtime=1735861486814276000 url=https://api.github.com/repos/rsc/tmp/issues/comments/10000000002
        testutil.go:23: time=2025-01-02T15:44:46.816-08:00 level=INFO msg="fixer already added action" key="(\"https://api.github.com/repos/rsc/tmp/issues/18\")"
        testutil.go:23: time=2025-01-02T15:44:46.816-08:00 level=INFO msg="action log: running" kind=commentfix.Fixer:TestFixGitHubIssue/fix-run-concurrent key="(\"https://api.github.com/repos/rsc/tmp/issues/18\")"
    ...
            +++ new
            @@ -1,1 +1,1 @@
            -Contexts are cancelled.
            +Contexts are canceled.
            
        testutil.go:23: time=2025-01-02T15:44:46.818-08:00 level=INFO msg="commentfix editing github" url=https://api.github.com/repos/rsc/tmp/issues/20
        testutil.go:23: time=2025-01-02T15:44:46.819-08:00 level=ERROR msg="action failed" key="(\"commentfix.Fixer:TestFixGitHubIssue/fix-run-concurrent\", \"https://api.github.com/repos/rsc/tmp/issues/20\")" err="done action (\"commentfix.Fixer:TestFixGitHubIssue/fix-run-concurrent\", \"https://api.github.com/repos/rsc/tmp/issues/20\") on pending list"
        testutil.go:23: time=2025-01-02T15:44:46.819-08:00 level=INFO msg="fixer already added action" key="(\"https://api.github.com/repos/rsc/tmp/issues/20\")"
        fix_test.go:350: action log results missing for these substrings: ["issues/18"]
    --- FAIL: TestFixGitHubIssue/fix-run-concurrent (0.01s)


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: pytorch
Issue: RNN batch_first argument only works on the input not h_0 when if should work on both
Labels: module: nn,module: rnn,triaged

### 🚀 The feature, motivation and pitch

Hi,
the RNN batch_first argument only works on the input not h_0 when if should work on both. This applies to all 3 RNN implementations ([RNN](https://pytorch.org/docs/stable/generated/torch.nn.RNN.html), [GRU](https://pytorch.org/docs/stable/generated/torch.nn.GRU.html#torch.nn.GRU), [LSTM](https://pytorch.org/docs/stable/generated/torch.nn.LSTM.html#torch.nn.LSTM))
![화면 캡처 2025-01-03 091036](https://github.com/user-attachments/assets/5291a6e4-c12d-44c3-a588-bad8bd14f5ce)

[Currently]
input shape:
(L, H_in) for unbatched input
(L, N, H_in) when `batch_first=False` for batched input
(N, L, H_in) when `batch_first=False` for batched input

h_0 shape:
(D*num_layers, H_out) for unbatched input
(D*num_layers, N, H_out) regardless of `batch_first` argument

[Desired]
input shape:
(L, H_in) for unbatched input
(L, N, H_in) when `batch_first=False` for batched input
(N, L, H_in) when `batch_first=False` for batched input

h_0 shape:
(D*num_layers, H_out) for unbatched input
(D*num_layers, N, H_out) when `batch_first=False` for batched input
(N, D*num_layers, H_out) when `batch_first=True` for batched input

Thank you.

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: Godot 4.3 Doesn't Fully Maximise on Larger Monitors.
Labels: topic:editor,needs testing

### Tested versions

System Info:
- Windows 10
- Display resolution: 1080x720 (Primary Monitor), 1920x1080 (Secondary Monitor)
-  Integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 30.0.100.9864)  - 11th Gen Intel(R) Core(TM) i7-1195G7 @ 2.90GHz (8 Threads)


Tested Versions:
- Godot 4.3
- Godot 4.2


### System information

Godot v4.3.stable (77dcf97d8)  - Windows 10.0.26100  - Vulkan (Forward+)  - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 30.0.100.9864)  - 11th Gen Intel(R) Core(TM) i7-1195G7 @ 2.90GHz (8 Threads)

### Issue description

This happens when the resolution is more than or the same as 1920x1080. When maximising, the top bar fully fills the area horizontally, but not vertically (a few pixels short that can't be seen). However, the window doesn't fill up horizontally, as seen in the image below.

![Image](https://github.com/user-attachments/assets/52ba3d7b-3ec9-4cf0-9a44-c7b983d378c6)

https://github.com/user-attachments/assets/ba033c17-4980-4049-936e-37f8e91190c7




### Steps to reproduce

Maximise the Godot window on a screen resolution higher or equal to 1920x1080. 


### Minimal reproduction project (MRP)

Any project can be used to reproduce this issue.
Repository: vscode
Issue: [Accessibility, a11y] Color contrast ratio of keyboard focus while navigating quick picks is 1.28:1 which is less than 3:1
Labels: bug,themes,accessibility,quick-pick

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- VS Code Version: 1.97.0-insider
- OS Version: macOS Sequoia 15.2
- Color Theme: Dark+ (Default Dark+)

This issue is being escalated from here: https://github.com/microsoft/vscode-azurefunctions/issues/4331

## Steps to Reproduce:

1. Open command palette and observe keyboard focus on any quick pick.  Example:

![Image](https://github.com/user-attachments/assets/2341f188-cf61-4ca7-9ab6-91b80fd93646)

## Actual
Color contrast ratio of keyboard focus is 1.28:1 which is less than 3:1

## Expected
Color contrast ratio of keyboard focus should be greater than or equal to 3:1
Repository: PowerToys
Issue: The shortcut guide cannot display other languages and only shows English.
Labels: Issue-Bug,Area-Localization,Needs-Triage,Issue-Translation

### Microsoft PowerToys version

0.87.1

### Utility with translation issue

Shortcut Guide

### 🌐 Language affected

chinese

### ❌ Actual phrase(s)

I have already set both the system and application language options to Chinese, but when I press Shift + Win + /, the interface still displays in English. Please improve this so that the language description corresponds to the set language.

The second request is to add a feature to adjust the font size or enable zooming in the interface. The default font size is a bit small.

### ✔️ Expected phrase(s)

Please improve this so that the language description corresponds to the set language.

### ℹ Why is the current translation wrong

This is very inconvenient.
Repository: transformers
Issue: Loss.. should be specified as either training loss or validation loss
Labels: bug

### System Info

Doesn't apply.. using runpod

### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

As you fine tune a new model, it shows a loss curve and numbers as it runs.. is that training loss or validation loss? Should be labelled

If training loss.. how can I view validation loss? I set 'val size', it should exist somewhere

### Expected behavior

Should be labeled more clearly
Repository: vscode
Issue: Add Inline View option for multi-file diff view
Labels: polish,multi-diff-editor

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

In the source control panel there is a great option to open diffs for multiple files in one tab which we can then scroll through. 
![Image](https://github.com/user-attachments/assets/50b03301-9612-44c6-b710-ae30e81c13cc)

However the context menu for this editor is more limited than the single file diff, and does not include options like the Inline View. 

Here is the context menu for multi-file diff
![Image](https://github.com/user-attachments/assets/d8ae5262-f55c-446e-97ff-1e1dec4d2837)

But for single-file diff view it is much more extensive
![Image](https://github.com/user-attachments/assets/43177680-fee9-47b8-bf76-46f9a8ea4a3e)

A workaround is possible to toggle between inline view and side-by-side view for the multi-file diff. You must open the diff for a single file, select the **Inline View** option you want, then open the multi-file diff view. It will remember the option selected for the single file.

I'd like to be able to toggle between inline view and side-by-side view for multi-file diffs.
Repository: ui
Issue: [bug]: Tooltip with overflow causes scroller to be shown for a brief moment.
Labels: bug

### Describe the bug

This seems an issue with Radix itself, but I am going to report here as well.
There are 4 conditions for this issue to occur:
1. Tooltip with Arrow
2. Animate
3. Overflow-auto
4. Tooltip gets display on top of anchor

When this condition is met, you will see a scroller being displayed while animation is in progress.
Then the scroller disappears when animation is complete.



### Affected component/components

Tooltip

### How to reproduce

1. Go to https://v0.dev/chat/WeFCqApwjid?b=b_v8qvEjewqG9
2. Hover your mouse on "Hover" text for a second.

If above link doesn't work, copy paste following to reproduce the issue.

```
import * as TooltipPrimitive from "@radix-ui/react-tooltip"
 
import { cn } from "@/lib/utils"
 
const TooltipProvider = TooltipPrimitive.Provider
 
const Tooltip = TooltipPrimitive.Root
 
const TooltipTrigger = TooltipPrimitive.Trigger
 
const TooltipContent = React.forwardRef<
  React.ElementRef<typeof TooltipPrimitive.Content>,
  React.ComponentPropsWithoutRef<typeof TooltipPrimitive.Content>
>(({ className, sideOffset = 4, ...props }, ref) => (
  <TooltipPrimitive.Content
    ref={ref}
    sideOffset={sideOffset}
    className={cn(
      "z-50 overflow-auto rounded-md border bg-popover px-3 py-1.5 text-sm text-popover-foreground shadow-md animate-in fade-in-0 zoom-in-95 data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=closed]:zoom-out-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2",
      className
    )}
    {...props}
  />
))

export function TooltipDemo() {
  return (
    <TooltipProvider>
      <Tooltip>
        <TooltipTrigger>Hover</TooltipTrigger>
        <TooltipContent>
          <p>Add to library</p>
          <TooltipPrimitive.Arrow />
        </TooltipContent>
      </Tooltip>
    </TooltipProvider>
  )
}
```

Basically, I just added `overflow-auto` to TooltipContent and added `TooltipPrimitive.Arrow` in the demo code.

https://github.com/user-attachments/assets/7fe5bb21-039f-4f67-9787-b35c1860aad0



### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Used MacOS
Chrome and Safari
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues