sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: Accessibility of Addons overflow tab lacking
Labels: bug,good first issue,help wanted,ui,addon: a11y,sev:S3

### Describe the bug

When the Addons panel is narrow enough that some tabs get rolled up into a dropdown (very easy when docking it on the right), those overflow tabs are completely inaccessible via keyboard. The "Addons" tab toggles the menu open/closed, but neither the tab key nor arrows will navigate to those expanded options. The button representing this tab also has no accessibility information about the menu such as `aria-expanded` or `aria-haspopup`, which are useful to screen reader users.

### To Reproduce

* Run storybook
* Dock the addons to the right
* Shrink the addons panel so that not all tabs fit horizontally and some get rolled up under an "Addons (downward triangle)" tab.
* Click the first tab in the addons panel
* Press the Tab key to navigate to the "Addons" tab at the end.
* Press Enter/space to activate it
* Press tab or down arrow to attempt to navigate the items in the menu - neither will reach them.

### System

```shell
Environment Info:

  System:
    OS: Windows 10 10.0.22621
    CPU: (24) x64 13th Gen Intel(R) Core(TM) i7-13700F
  Binaries:
    Node: 20.2.0 - C:\Program Files\nodejs\node.EXE
    npm: 9.6.6 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.22621.1848.0), Chromium (114.0.1823.58)
```


### Additional context

_No response_
Repository: vscode
Issue: 2 cores use 100% CPU for 2+ minutes when opening a subfolder of a git repository
Labels: perf

Type: <b>Bug</b>

2 CPU cores are stuck at 100% usage for about 2 minutes upon opening a folder or file.

I think it only happens when opening a folder or file which has a parent folder with a .git repo in it. For example, the issue appears when having a .git folder in `~/`, and opening `~/Downloads/testfolder` in vscode My `~/Downloads` folder is gitignored. If I for instance open the `/tmp` folder in vscode, the issue does not appear.

This has been happening for months, I thought it was [an issue with GitLens](https://github.com/gitkraken/vscode-gitlens/issues/2606) but it seems to also happen with all extensions disabled. 


VS Code version: Code - Insiders 1.79.0-insider (b380da4ef1ee00e224a15c1d4d9793e27c2b6302, 2023-06-07T14:30:25.999Z)
OS version: Linux x64 6.3.9-arch1-1
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 7 5800H with Radeon Graphics (16 x 4069)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled_readback<br>webgl2: enabled_readback<br>webgpu: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|31.20GB (26.65GB free)|
|Process Argv|--enable-features=UseOzonePlatform --ozone-platform=wayland --ozone-platform-hint=auto|
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|gnome|
|XDG_CURRENT_DESKTOP|Hyprland|
|XDG_SESSION_DESKTOP|undefined|
|XDG_SESSION_TYPE|wayland|
</details>Extensions: none
<!-- generated by issue reporter -->
Repository: go
Issue: cmd/dist: problems with module zips may not be caught until release time
Labels: NeedsInvestigation

In #60847 we saw that the module zips were broken, and we didn't find out until after the release had been half-published. Ideally we would have in-band tests of some kind that catch this.

I understand that generating them is expensive, and it may not be so easy to test without adding a lot of latency to the builders. But catching problems at release time is pretty costly too. So I think it makes sense to spend a little time thinking about it.

cc @rsc @bcmills @matloob
Repository: godot
Issue: Some pop up windows appear on the wrong monitor when code or shader editor are floating on the second monitor
Labels: bug,topic:gui

### Godot version

4.1-rc2

### System information

Windows 10, Two monitors

### Issue description

The "Create shader node" window is appearing inside the boundaries of the main Godot editor window instead of the visual shader editor window when it's floating. Trying to fix this in #78996.

The "Search Help" window of the script editor always appears on the first monitor, even if the editor and/or the main Godot window is on the second monitor.

### Steps to reproduce

Make the visual shader editor floating. Put the window on a second monitor and right click to open the "Create shader Node" window.

Make the code editor floating, put it on the second monitor and open the "Search Help" window.


### Minimal reproduction project

N/A
Repository: go
Issue: cmd/asm: support Advanced Matrix Extensions (AMX) in Go Assembler
Labels: help wanted,NeedsInvestigation,compiler/runtime

The Go assembler (shipped with 1.20.5) currently lacks support for Advanced Matrix Extensions (AMX), particularly the sub-extensions AMX-TILE, AMX-INT8, and AMX-BF16.

As a workaround, we have been using byte sequences to generate the required instructions. However, for the sake of our mental stability, we would love to use proper instructions. @golang/compiler could you please add these 12 AMX instructions.
Repository: react
Issue: [DevTools Bug]: Excessive memory usage, even when not in use (Firefox)
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

The issue happens on the browser, not on a specific site

### Repro steps

1. Use Firefox
2. open a couple of tabs not even using react (for example for me, I have my mail client, youtube etc open).
3. check about:performance
4. confirm that the memory usage of the extension is around 200mb, which is a lot considering the extension isn't even in use.

What I would do is I would add a config option about the domains the extension is supposed to run on, and only start up everything the extension does when the user is on one of those domains, because I really don't want an extension I'm not even using at the moment to be a memory hog.

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: Web-Dev-For-Beginners
Issue: Add Turkish Language Translation
Labels: no-issue-activity

There are hundreds of thousands of Turkish users who have accounts on Github. I think it is very important in terms of translating the sources into Turkish. You must add the Turkish language for each lesson. If you accept, I can do this task with pleasure.
Repository: flutter
Issue: [Windows Arm64] Update tool to target Arm64 on Arm64 hosts
Labels: tool,platform-windows,a: desktop,P3,platform-host-arm,platform-target-arm,team-windows,triaged-windows

## Background

See: https://flutter.dev/go/windows-arm64

Once https://github.com/flutter/flutter/issues/129805 lands, Arm64 hosts will be able to build x64 executables. These executables run using x64 emulation.

## Solution

1. Add Windows Arm64 to the `HostPlatform` and `TargetPlatform` enums
2. Update the Flutter Windows plugin templates to show how to use the target architecture to bundle pre-built libraries
3. If on Arm64 host and the "beta" or "stable" release channels, produce a warning that an x64 executable will be built.
4. If on Arm64 host and the "master" release channel,
    1. Use `Abi.current()` to determine the target architecture
    2. Download Windows Arm64 artifacts
5. Update Windows Arm64 devicelab tests: build, run, benchmark
Repository: flutter
Issue: [Windows Arm64] Allow cross compilation using `--target-platform` option
Labels: tool,platform-windows,a: desktop,P3,platform-target-arm,team-windows,triaged-windows

## Background

See: https://flutter.dev/go/windows-arm64

Once https://github.com/flutter/flutter/issues/129807 lands, `flutter build windows` will always use the host architecture as the target architecture. In other words, Flutter on an Arm64 machine is unable to create AMD64 executables.

## Work

Add a `--target-platform` option to `flutter build windows` to allow changing the target architecture. 

Using the `--target-platform` option should produce an error on the "beta" and "stable" release channels.
Repository: godot
Issue: `Geometry::clip_polygon` returns an incorrect clipped polygon
Labels: bug,topic:core,documentation,topic:tests,topic:3d

### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Windows 11 x64, Vulkan (Forward+), NVIDIA GeForce GTX 1650

### Issue description

In my case, clipping a box polygon with an up normal plane `(0, 1, 0)` gave me an unexpected result.
(Included a bar mesh for referencing a clipping plane)

Before clipping :

![Godot_v4 0 3-stable_win64_1KjZyGEZCB](https://github.com/godotengine/godot/assets/13400398/d8a0fafd-2537-49ad-88db-a4233f247f73)

Result :

![Godot_v4 0 3-stable_win64_1C7ZVaQjg3](https://github.com/godotengine/godot/assets/13400398/fd0a68ed-f20b-4d4e-be9f-71dbe87b199c)

Expected :

![Godot_v4 0 3-stable_win64_DYaxuo4IRN](https://github.com/godotengine/godot/assets/13400398/1da06528-6bbc-4075-9279-e945f6b57652)

### Steps to reproduce

Run the MRP to see what's wrong with a clipped polygon.

### Minimal reproduction project

[i_46424488_001.zip](https://github.com/godotengine/godot/files/11911259/i_46424488_001.zip)
Repository: flutter
Issue: [Windows Arm64] Add build-only Arm64 CI to flutter/packages
Labels: platform-windows,a: desktop,P3,a: plugins,team-windows,triaged-windows

## Background

Flutter is being updated to support Windows Arm64: https://flutter.dev/go/windows-arm64

## Work

* [x] Add build-only Arm64 CI to flutter/packages for master channel
* [x] Wait until the next Flutter stable release so that the [Windows build directory update](https://github.com/flutter/flutter/commit/792e26df9540cf2cf510ea0c11a53ba10a243424) migration is on stable channel
* [x] Add build-only Arm64 CI to flutter/packages for stable channel
* [ ] Promote out of `bringup`. See: https://github.com/flutter/flutter/issues/134083
Repository: pytorch
Issue: DISABLED test_nnc_correctness_frac_cpu_bfloat16 (__main__.TestNNCOpInfoCPU)
Labels: skipped,NNC

Platforms: asan

This test was disabled because it is failing on master ([recent examples](http://torch-ci.com/failure/test_jit_fuser_te.py%3A%3ATestNNCOpInfoCPU%3A%3Atest_nnc_correctness_frac_cpu_bfloat16)).

Disable this XFAIL while we try to figure out why this successes only on ASAN.  This is related to the change in https://github.com/pytorch/pytorch/pull/103647.  This test was set as XFAIL in https://github.com/pytorch/pytorch/issues/76047

cc @EikanWang @jgong5 @jeanschmidt @cyyever @davidberard98
Repository: ant-design
Issue: 期望新增一个  element-plus 组件库中的 scrollbar 组件
Labels: 💡 Feature Request,Inactive,🧶 Low Priority

### What problem does this feature solve?

美化不同平台上的滚动条表现

### What does the proposed API look like?

如 element-plus

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: pytorch
Issue: [Feature Request] Add a new overload of torch::jit::load to restore traced shape and type 
Labels: oncall: jit

### 🚀 The feature, motivation and pitch

I have a inference system, which consist of offline part and runtime part. In the offline phase, we will need to convert torchscript to our model format. So I'd like to be able to access the shape and type information of torch script inputs. Luckily, someone has done similar thing. PR: https://github.com/pytorch/pytorch/pull/89541

I only need to add a new api:

TORCH_API Module load(
    const std::string& filename, bool restore_shapes,
    c10::optional<c10::Device> device = c10::nullopt,
    bool load_debug_files = true);

### Alternatives

_No response_

### Additional context

Usage: 

auto module = torch::jit::load(model_path, true);

After that, you can get the input shapes and types.

cc @EikanWang @jgong5 @wenzhe-nrv @sanchitintel
Repository: godot
Issue: `apply_impulse` uses outdated `mass` value
Labels: bug,confirmed,topic:physics

### Godot version

v4.1.rc.custom_build [16dd4e572]

### System information

Godot v4.1.rc (16dd4e572) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 31.0.15.1694) - Intel(R) Core(TM) i5-10600KF CPU @ 4.10GHz (12 Threads)

### Issue description

calling `apply_impulse` or `apply_central_impulse` shortly after changing the mass of a `RigidBody3D` or `RigidBody2D` results in an impulse that does not respect the new mass.


### Steps to reproduce

Change the mass of a rigidbody and apply an impulse before 2 physics frames have passed.

```gd_script
body.mass = 0.5
body.apply_central_impulse(Vector3.FORWARD)
```


A workaround is to force update the mass of the body as a side effect of calling:
```gdscript
PhysicsServer3D.body_set_mode(body.get_rid(), PhysicsServer3D.BODY_MODE_RIGID)
```
or to wait 2 physics frames with 
```gdscript
for i in 2:
  await get_tree().physics_frame
```
(waiting one frame with this method doesn't seem to work, nor does a deferred call to `apply_impulse`)


The MRP has buttons for applying impulses and changing mass.


### Minimal reproduction project

[MRP.zip](https://github.com/godotengine/godot/files/11914908/MRP.zip)
Repository: flutter
Issue: Allow setting the start/opening offset of DropdownMenuItem
Labels: c: new feature,framework,f: material design,c: proposal,P3,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

DropdownButton should have the possibility to open below itself. At the moment this is not an option. 
See your own example: https://api.flutter.dev/flutter/material/DropdownButton-class.html
In there the dropdownbutton opens above the button itself.


### Proposal


PopupMenuButton has the possibility to change the starting offset. By changing the offset to 40 the PopupMenuButton opens below itself: 
` PopupMenuButton(
                  offset: const Offset(0, 40),`

Please can you add this to DropdownButton as well? And thuse allow Dropdownbutton to open below itself.

It seems that Dropdownbutton2 from pub.dev does open as desired just below the dropdownbutton2 itself. However that is not a flutter package and thus I prefer not to use it in production apps.
https://pub.dev/packages/dropdown_button2
Repository: material-ui
Issue: [Joy][FormControl] A FormControl can contain only one control component 
Labels: package: joy-ui,component: FormControl,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Addind a decorator to an Input component, within a FormControl, results in a console error citing:

```
Joy: A FormControl can contain only one control component (Autocomplete | Input | Textarea | Select | RadioGroup)
You should not mix those components inside a single FormControl instance 

    in Input (created by InputDecorators)

    in InputDecorators
```

Link to live example: https://codesandbox.io/s/misty-brook-jjy9q2

```tsx
import * as React from 'react';
import Divider from '@mui/joy/Divider';
import Input from '@mui/joy/Input';
import Select from '@mui/joy/Select';
import Option from '@mui/joy/Option';
import { FormControl } from '@mui/joy';

export default function InputDecorators() {
  const [currency, setCurrency] = React.useState('dollar');
  return (
    <FormControl>
    <Input
      placeholder="Amount"
      startDecorator={{ dollar: '$', baht: '฿', yen: '¥' }[currency]}
      endDecorator={
        <React.Fragment>
          <Divider orientation="vertical" />
          <Select
            variant="plain"
            value={currency}
            onChange={(_, value) => setCurrency(value!)}
            sx={{ mr: -1.5, '&:hover': { bgcolor: 'transparent' } }}
          >
            <Option value="dollar">US dollar</Option>
            <Option value="baht">Thai baht</Option>
            <Option value="yen">Japanese yen</Option>
          </Select>
        </React.Fragment>
      }
      sx={{ width: 300 }}
    />
    </FormControl>
  );
}
```


### Current behavior 😯

_No response_

### Expected behavior 🤔

Not a breaking issue, but still should not show any error as it should be an expected behavior.

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
System:
    OS: Linux 6.1 Manjaro Linux
  Binaries:
    Node: 18.16.0 - ~/.nvm/versions/node/v18.16.0/bin/node
    Yarn: 1.22.19 - /usr/bin/yarn
    npm: 9.5.1 - ~/.nvm/versions/node/v18.16.0/bin/npm
  Browsers:
    Edge: 114.0.1823.51 (Official build) (64-bit) 
  npmPackages:
    @emotion/react: ^11.11.1 => 11.11.1 
    @emotion/styled: ^11.11.0 => 11.11.0 
    @mui/base:  5.0.0-beta.3 
    @mui/core-downloads-tracker:  5.13.4 
    @mui/icons-material: ^5.11.16 => 5.11.16 
    @mui/joy: ^5.0.0-alpha.85 => 5.0.0-alpha.85 
    @mui/lab: ^5.0.0-alpha.124 => 5.0.0-alpha.132 
    @mui/material: ^5.13.5 => 5.13.5 
    @mui/private-theming:  5.13.1 
    @mui/styled-engine:  5.13.2 
    @mui/styles: ^5.11.13 => 5.13.2 
    @mui/system: ^5.11.14 => 5.13.5 
    @mui/types:  7.2.4 
    @mui/utils:  5.13.1 
    @mui/x-data-grid: ^6.7.0 => 6.7.0 
    @mui/x-date-pickers: ^6.7.0 => 6.7.0 
    @types/react: ^18.0.29 => 18.2.12 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    typescript: ^5.0.2 => 5.1.3 
```
</details>
Repository: PowerToys
Issue: PowerToys disabling some diacritic marks in Windows
Labels: Issue-Bug,Needs-Triage,Product-Advanced Paste

### Microsoft PowerToys version

0.70.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

Fresh install, run as admin, only changed shortcut for Paste as a plain text to Ctrl+Shift+V.
I am using polish (programmer) keyboard input layout and diacritic marks are visible, e.g. when pressing AltGr in Windows On-Screen Keyboard, but not all of them render any input, while pressed both in OSK and on physical keyboard.
This was reproduced on two separate machines,

### ✔️ Expected Behavior

All diacritic marks are properly input with AltGr key pressed. e.g. ą ć ż ź ć ś € ó ł ń

### ❌ Actual Behavior

Only some of diacritic marks are working input with AltGr key pressed, while PowerToys are in use.

### Other Software

Windows 11 Pro 22H2 build 22621.1848  + Windows Feature Experience Pack 1000.22642.1000.0
Windows 10 Enterprise 21H2 build 19044.3086 + Windows Feature Experience Pack 1000.19041.1000.0
Repository: Python
Issue: `machine_learning/linear_regression.py` doesn't give optimal coefficients
Labels: enhancement

### Feature description

Related to issue #8844

TL;DR: the current implementation doesn't give optimal solutions, the current implementation calculates SSE wrong, and we should add an implementation of a numerical methods algorithm that actually gives optimal solutions

In `machine_learning/linear_regression.py`, add the following code at the bottom of the `main()` function:
```py
from sklearn.linear_model import LinearRegression
import matplotlib.pyplot as plt

data = np.asarray(data.astype(float))
X = data[:, 0].reshape(-1, 1)
y = data[:, 1]

reg = LinearRegression().fit(X, y)
print(f"Sklearn coefficients: {reg.intercept_}, {reg.coef_}")

sse = np.sum(np.square(reg.predict(X) - y.T))
print(f"{sse = }")
print(f"mse = {sse / len(y)}")
print(f"half mse = {sse / (2 * len(y))}")

plt.scatter(X, y, color="lightgray")
plt.axline(xy1=(0, theta[0, 0]), slope=theta[0, 1], color="red", label="Gradient descent")
plt.axline(xy1=(0, reg.intercept_), slope=reg.coef_, color="blue", label="Sklearn")
plt.legend()
plt.show()
```
This code performs ordinary least squares (OLS) linear regression using `sklearn` as a point of reference to compare the current implementation against. It then calculates the sum of squared errors (SSE), mean squared error (MSE), and half of the MSE. To compare the outputs visually, the code uses `matplotlib` to plot the `sklearn` regression line and the regression line produced by the current implementation.

The code produces the following command line output:
```
...
At Iteration 100000 - Error is 128.03882
Resultant Feature vector: 
-9.34325
1.53067
Sklearn coefficients: -15.547901662158367, [1.6076036]
sse = 253795.17406773588
mse = 253.79517406773587
half mse = 126.89758703386794
```
As we can see, what the implementation calculates as the SSE (128.03882) is actually half of the MSE, meaning that the `sum_of_square_error` function is incorrect and needs to be fixed. Why the implementation is using _half_ of the MSE, I have no clue.

Furthermore, we can see that both the regression coefficients and the errors are slightly off. This is because the current implementation works via gradient descent, meaning that it can only _approximate_ the OLS regression coefficients. Meanwhile, libraries like `numpy` and `sklearn` calculate the mathematically optimal coefficients using [numerical methods](https://en.wikipedia.org/wiki/Numerical_methods_for_linear_least_squares).
![linear_regression_plot](https://github.com/TheAlgorithms/Python/assets/52298854/a43d60bf-2c9f-41eb-b96a-94ff9c4f4fde)
Although using gradient descent to perform linear regression does work, it's still suboptimal and (AFAIK) it's not how linear regression is actually performed in practice. We can still include this implementation, but we should definitely also include an implementation of an optimal numerical method.