sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: CharacterBody2D moving inconsistently when modifying velocity.x and using move_and_slide()
Labels: bug,topic:physics,topic:2d

### Godot version

v4.1.rc2.official [46424488e]

### System information

Ubuntu 22.04.2 LTS - Godot v4.1.rc-2 - Vulkan (Forward+) - 11th Gen Intel® Core™ i7-1165G7 @ 2.80GHz × 8 - Mesa Intel® Xe Graphics (TGL GT2)

### Issue description

When moving a CharacterBody2D by modifying its horizontal velocity and `move_and_slide`, at some point it starts to make little "jumps".

Video Attached:
[issue when moving.webm](https://github.com/godotengine/godot/assets/48168047/6e12a5e7-e737-4738-af11-89c3e0db3787)

### Steps to reproduce

- Create a Main Scene with a RigidBody2D and its corresponding CollisionShape2D
- Modify the RigidBody2D width and position to be used as the ground and set `freeze` as true
- Create another scene for the CharacterBody2D with a Sprite2D and CollisionShape2D
- Attach a script to the Character Body (the one posted in the issue description)
- Play the Main Scene
- Just move the character to any direction for a while
- Notice the inconsistent movement on the Character (see video attached)

Note: The reproduction of this issue isn't very consistent, you may need to restart the scene one or two times to see it. The version and commit hash posted previously was the version I used for this specific example, but I initially could reproduce it in the version `v4.0.3.stable.official [5222a99f5]` with a more complex project. I couldn't reproduce it with the rendering mode Compatibility, but I didn't test the Mobile mode.

### Minimal reproduction project

[inconsistent_movement.zip](https://github.com/godotengine/godot/files/11933285/inconsistent_movement.zip)
Repository: PowerToys
Issue: [File Explorer Add-ons] Preview Pane .chm support
Labels: Idea-Enhancement,Idea-New PowerToy,Product-File Explorer

### Description of the new feature / enhancement

Documentation is distributed in a variety of formats: .txt, .htm, .rtf, .doc, .docx, .pdf, and .chm. Previewing with PowerToys (or built-in support for Windows File Explorer) is currently possible for all of the listed formats except the last one. I propose to fix this by adding support for the .chm format.

### Scenario when this would be used?

View help documentation without having to open it in a separate application.

### Supporting information

_No response_
Repository: tensorflow
Issue: [MLIR] Fix tf.StridedSlice lowering to tosa with new_axis_mask/shrink_axis_mask
Labels: type:bug,comp:ops,awaiting PR merge,TF 2.13

### Issue type

Bug

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

source

### TensorFlow version

tf 2.13.0rc2

### Custom code

Yes

### OS platform and distribution

Linux Ubunto 18.04

### Mobile device

_No response_

### Python version

3.9.1

### Bazel version

6.1.2

### GCC/compiler version

clang 15.0.2

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

The following MLIR input is not support:

```
func.func @test_strided_slice_new_axis_mask(%arg0: tensor<1x14x8xf32>) -> tensor<1x14x8x1xf32> {
  %strides = "tf.Const"() {device = "", value = dense<1> : tensor<4xi32>} : () -> tensor<4xi32>
  %begin_end = "tf.Const"() {device = "", value = dense<0> : tensor<4xi32>} : () -> tensor<4xi32>
  %res = "tf.StridedSlice"(%arg0, %begin_end, %begin_end, %strides) {begin_mask = 7 : i64, device = "", ellipsis_mask = 0 : i64, end_mask = 7 : i64, new_axis_mask = 8 : i64, shrink_axis_mask = 0 : i64} : (tensor<1x14x8xf32>, tensor<4xi32>, tensor<4xi32>, tensor<4xi32>) -> tensor<1x14x8x1xf32>
  func.return %res : tensor<1x14x8x1xf32>
}

// -----

func.func @test_strided_slice_shrink_axis_mask(%arg0: tensor<1x14x8x1xf32>) -> tensor<1x14x8xf32> {
  %strides = "tf.Const"() {device = "", value = dense<1> : tensor<4xi32>} : () -> tensor<4xi32>
  %begin = "tf.Const"() {device = "", value = dense<0> : tensor<4xi32>} : () -> tensor<4xi32>
  %end = "tf.Const"() {device = "", value = dense<[0, 0, 0, 1]> : tensor<4xi32>} : () -> tensor<4xi32>
  %res = "tf.StridedSlice"(%arg0, %begin, %end, %strides) {begin_mask = 7 : i64, device = "", ellipsis_mask = 0 : i64, end_mask = 7 : i64, new_axis_mask = 0 : i64, shrink_axis_mask = 8 : i64} : (tensor<1x14x8x1xf32>, tensor<4xi32>, tensor<4xi32>, tensor<4xi32>) -> tensor<1x14x8xf32>
  func.return %res : tensor<1x14x8xf32>
}
```

### Standalone code to reproduce the issue

```shell
Use MLIR new tests in https://github.com/tensorflow/tensorflow/pull/60939 to see the error.
```


### Relevant log output

```shell
I create pull request to fix the issue:
https://github.com/tensorflow/tensorflow/pull/60939
```
Repository: godot
Issue: Mouse position 
Labels: enhancement,topic:input

### Godot version

3.5.2 mono

### System information

Windows 10

### Issue description

If I move my game screen when I scale his size, without borderless of Godot, this produces a shake every time I move the game across my PC screen. However, if I move the screen to fullscreem, it doesn't happen.

Below is the script associated to move the game.

### Steps to reproduce

```gdscript
extends Control

var following = false
var dragging_start_position = Vector2()

func Panel_input(event):
	if event is InputEventMouseButton:
		if event.get_button_index() == 1:
			following = !following
			dragging_start_position = get_local_mouse_position()

func _process(_delta):
	if following:
		OS.set_window_position(OS.window_position + get_global_mouse_position() - dragging_start_position)
```

### Minimal reproduction project

N/A
Repository: ant-design
Issue: Page scrolling is not disabled when opening Modal/Drawer
Labels: Inactive,📱Mobile Device

### Reproduction link

https://github.com/ant-design/ant-design/assets/105255382/d3be48d1-2747-4ae9-bb17-a9f6c6ee3e30

### Steps to reproduce

1. Visit https://ant.design/components/drawer
2. Open the Drawer and scroll the page

### What is expected?

Website scrolling disabled

### What is actually happening?

Can still scroll the page when opening the Drawer

| Environment | Info |
| --- | --- |
| antd | 5.6.1 |
| React | 18.2.0 |
| System | Macbook Air M1 2020 - macOS 13.3.1 |
| Browser | Chrome 112.0.5615.137 |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: material-icon-theme slows down resizing file explorer
Labels: under-discussion

Resizing the file explorer is sometimes very slow:

https://github.com/microsoft/vscode/assets/2931520/88222cb6-8712-4b78-b175-9acc7e1e99f5

This problem
* only happens when the icon theme pack `PKief.material-icon-theme` is installed
* **only happens when the file explorer is expanded**
* happens when the VS Code window is maximized on a 4K display
* happens when some text models are opened
* reproduces in stable and insiders
* does not reproduce in VS Code web
* consistently happens even when reloading the workspace/restarting VS Code

Unfortunately, the performance profile is not helpful at all:

![Code_-_Insiders_mHQgAoHpI9](https://github.com/microsoft/vscode/assets/2931520/a8304e39-1b1f-441a-ac8e-6e5017596ed8)

([performance profile](https://github.com/microsoft/vscode/files/11935317/slow.zip))

=> This might be an electron rendering issue.
Repository: next.js
Issue: App router deduping not working as expected
Labels: linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.3.0: Mon Jan 30 20:42:11 PST 2023; root:xnu-8792.81.3~2/RELEASE_X86_64
    Binaries:
      Node: 16.13.0
      npm: 9.6.4
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.7
      eslint-config-next: 13.4.7
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/richie-south/nextjs-cache

### To Reproduce

Clone the provided repo, run commands, check terminal logs for both api and next.

1. start api server `npm run api`
2. start next `npm run dev`

### Describe the Bug

Next will make multiple fetch requests to the same path on page reload even if docs says they should be [deduped](https://nextjs.org/docs/app/building-your-application/data-fetching#automatic-fetch-request-deduping).

This happens on dev and production deployment. 
if i reload the root page `/`  i can see in my api logs that it will makes 3 request to my api, having fetch in my RootLayout and generateMetadata.

If i make a reload on other pages, ex `/todo` in my provided example, i will get 5 api requests for the same path.


### Expected Behavior

I expect the requests to be deduped as illustrated in the [docs](https://nextjs.org/docs/app/building-your-application/data-fetching#automatic-fetch-request-deduping). So instead of up to 5 requests it should be 1 when no cache is available. 

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

Other platform

<sub>[NEXT-1407](https://linear.app/vercel/issue/NEXT-1407/app-router-deduping-not-working-as-expected)</sub>
Repository: vscode
Issue:  No color on suggest icon with ipynb
Labels: bug,notebook-cell-editor

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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Does this issue occur when all extensions are disabled?: Yes/No

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version: 1.79.2 (user setup)
: 695af097c7bd098fbf017ce3ac85e09bbc5dda06
日期: 2023-06-14T08:57:04.379Z
Electron: 22.5.7
Chromium: 108.0.5359.215
Node.js: 16.17.1
V8: 10.8.168.25-electron.0
OS: Windows_NT x64 10.0.22621

Steps to Reproduce:

![image](https://github.com/microsoft/vscode/assets/42745293/14697ad4-590f-49fa-89ad-41d2d3e7bf3a)
you can see this is no color in suggest icon even the lightbulb is no yellow,but it work fine in .py file:
![image](https://github.com/microsoft/vscode/assets/42745293/f44a3ba6-c45e-46fe-80ca-6e9725c878fd)
Repository: node
Issue: The "index" api link is not an index. 
Labels: doc

### URL:

https://nodejs.org/api/index.html

### Browser Name:

n/a

### Browser Version:

n/a

### Operating System:

n/a

### How to reproduce the issue:

1. Visit https://nodejs.org/api/index.html
2. note that this is identical to the nav system on the left

That's it, that's the whole bug, the index page is _not_ a documentation index page in the slightest. This should be a very long page (or many pages split on initial letter) with all terms across all of the documentation listed so that people can find the actual word they're looking for, and then click through to the thing they're looking for.

This is an index: https://docs.oracle.com/en/java/javase/18/docs/api/index-files/index-1.html

The nodejs.org page is not.
Repository: stable-diffusion-webui
Issue: [Bug]: Different ports, using different models, affect each other now, which they didn't before.
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Different ports, using different models, affect each other now, which they didn't before.

example:
Before several versions, I started three services using port correspondence, such as 1, 2, 3;
Corresponding to the three services, I use a , b , c model types respectively;
result:
They are independent of each other and basically do not affect each other. Even if one port switches the model, the other port will not be affected;

Now:
Referring to the above example, when any model is switched at any port, the other port will be affected, for example, the model files will be the same, the generated results will be affected, etc.;

Expectation: webui started with different ports can be independent of each other;

### Steps to reproduce the problem

as above

### What should have happened?

as above

### Version or Commit where the problem happens

V1.3.2～1.4.0

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Linux

### What device are you running WebUI on?

Other GPUs

### Cross attention optimization

xformers

### What browsers do you use to access the UI ?

Apple Safari

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
no
```


### Additional information

_No response_
Repository: godot
Issue: super.call(), super.call_deferred(), etc... do not call methods of super class
Labels: discussion,topic:gdscript,documentation

### Godot version

4.0.3-stable and later

### System information

Windows 11, NVIDIA GeForce GTX 1650

### Issue description

`super.call()`, `super.call_deferred()`, `super.call_thread_safe()`, `super.call_deferred_thread_group()` do not call methods of super class but call extended class's. Is this an expected behavior? 

### Steps to reproduce

Please try the following code:

base.gd:
```
class_name Base
extends Node

func function():
	print("base")
```

extends.gd:
```
extends Base

func _ready():
	function() # extends
	super.function() # base
	super.call("function") # extends
	super.call_deferred("function") # extends
	super.call_thread_safe("function") # extends
	super.call_deferred_thread_group("function") # extends

func function():
	print("extends")
```

### Minimal reproduction project

N/A
Repository: react-native
Issue: Can't prevent default input in TextInput in controlled component
Labels: Issue: Author Provided Repro,Component: TextInput,Needs: Attention

### Description

The comment in #24585 suggested creating another issue for this. It's also similar to #23578.

The problem is that you can't prevent the default behavior of controlled TextInput in ReactNative.

I've asked this on StackOverflow: [How to prevent adding typed keys into controlled TextInput in React-Native?](https://stackoverflow.com/q/76603191/387194). But looking at similar issues this is a bug (or missing feature) in ReactNative.

### React Native Version

0.71.8 

### Output of `npx react-native info`

info Fetching system and libraries information...
System:
    OS: Linux 5.19 Ubuntu 22.04.2 LTS 22.04.2 LTS (Jammy Jellyfish)
    CPU: (8) x64 Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz
    Memory: 19.22 GB / 30.98 GB
    Shell: 5.1.16 - /bin/bash
  Binaries:
    Node: 20.3.0 - ~/.nvm/versions/node/v20.3.0/bin/node
    Yarn: 1.22.19 - ~/.nvm/versions/node/v20.3.0/bin/yarn
    npm: 9.6.7 - ~/.nvm/versions/node/v20.3.0/bin/npm
    Watchman: Not Found
  SDKs:
    Android SDK: Not Found
  IDEs:
    Android Studio: Not Found
  Languages:
    Java: 1.8.0_362 - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.2.0 => 18.2.0 
    react-native: 0.71.8 => 0.71.8 
  npmGlobalPackages:
    *react-native*: Not Found
info React Native v0.72.1 is now available (your project is running on v0.71.8).
info Changelog: https://github.com/facebook/react-native/releases/tag/v0.72.1
info Diff: https://react-native-community.github.io/upgrade-helper/?from=0.71.8
info For more info, check out "https://reactnative.dev/docs/upgrading".

### Steps to reproduce

Type the number into the input field with the code below. The code works on the Expo playground but fails on Android Emulator (didn't tested on a real device).

From the demo I expect the input to not change.

![](https://github.com/facebook/react-native/assets/280241/55585b0b-c690-4990-9822-6f9db3e9fc3c)


### Snack, code example, screenshot, or link to a repository

```jsx
const ControlledComponent = () => {
  const [state, setState] = useState('0.00');
  const cursor = 1;
  return (
    <TextInput
      ref={ref}
      autoFocus
      onKeyPress={() => { /* empty */ }}
      selection={{start: cursor, end: cursor}}
      value={state}
      keyboardType="numeric"
    />
  );
};
```
event.preventDefault() also doesn't work:

```jsx
const ControlledComponent = () => {
  const [state, setState] = useState('0.00');
  const cursor = 1;
  return (
    <TextInput
      ref={ref}
      autoFocus
      onKeyPress={(e) => { e.preventDefault() }}
      selection={{start: cursor, end: cursor}}
      value={state}
      keyboardType="numeric"
    />
  );
};
```
Repository: ant-design
Issue: Allow more than two values in Slider
Labels: Inactive,unconfirmed

### What problem does this feature solve?

With several stops within a slider a progress can be displayed in a more fine-grained manner, e.g. to visualize gradients of multiple colors. Besides that more than two values can be picked and used for internal processing

### What does the proposed API look like?

value and defaultValue are of type number | number[], not restricted to one or two numbers.
There must be an option to add and remove stops (e.g. doubleclick).
Optional: Min/Max number of allowed stops

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: Built-in editor not correctly handling quotation marks within strings
Labels: discussion,topic:gdscript,topic:editor,usability

### Godot version

4.0.3 Stable

### System information

Windows 11

### Issue description

Godot produces both quotation marks when I use the quotation mark key. This is correct. It does however mean that when I press the quotation mark key at the end it just skips past the finishing quotation mark. This is also correct and useful behaviour. The issue comes when I want a string to end with \" before the closing quotation mark. This causes problems as Godot does not know that since the backslash indicates that it is instead a regular character, it should not simply skip over the pre-existing quotation mark as this leaves an open string and I have to manually add another quotation mark to replace the one Godot has insisted on replacing the \" with.

### Steps to reproduce

Open up a new GDScript. start a string by adding quotation marks then try to type \" to add a quotation mark inside of the string. realise you now have an open string and that you need to manually type back in the closing quotation marks because the code to skip over the closing quotation mark does not contain an if statement to check if it is preceded by a backslash making the eas of use and QOL feature marginally worsen both of those things in this one specific case.

### Minimal reproduction project

N/A
Repository: go
Issue: x/tools/go/analysis/passes/bools: analyzer warning is not descriptive enough
Labels: help wanted,NeedsInvestigation,Tools,Analysis

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What did you do?
I have written code that triggers 'bools' analyzer warning

### What did you expect to see?

Warning explains the issue

### What did you see instead?

"Content: suspect or: rt != some_value || rt != another_value"
Repository: node
Issue: C++ embedding example - extend to support import()?
Labels: doc

### Affected URL(s)

https://github.com/nodejs/node/blob/HEAD/test/embedding/embedtest.cc

### Description of the problem

Would it be possible to extend the C++ embedder example to enable the use of import() in scripts?
I've bashed my head against it for a few days but haven't been able to crack it.

The following uses the unmodified embedtest.cc:

```
$ cat test.mjs 
export function print () { console.log(...arguments); }
$ ./embedtest 'const { print } = import("./test.mjs");'
node:internal/errors:490
    ErrorCaptureStackTrace(err);
    ^

TypeError [ERR_VM_DYNAMIC_IMPORT_CALLBACK_MISSING]: A dynamic import callback was not specified.
    at new NodeError (node:internal/errors:399:5)
    at importModuleDynamicallyCallback (node:internal/modules/esm/utils:89:9)
    at evalmachine.<anonymous>:1:19
    at Script.runInThisContext (node:vm:128:12)
    at Object.runInThisContext (node:vm:306:38)
    at node:embedder_main_0:1:273 {
  code: 'ERR_VM_DYNAMIC_IMPORT_CALLBACK_MISSING'
}

Node.js v19.8.1

```
Repository: kubernetes
Issue: rewrite TestUnderTemporaryNetworkFailure to use nftables
Labels: sig/network,help wanted,triage/accepted

Some e2e tests use [`TestUnderTemporaryNetworkFailure` in `test/e2e/framework/network`](https://github.com/kubernetes/kubernetes/blob/v1.27.0/test/e2e/framework/network/utils.go#L1078) to test how a component behaves when the network goes down. (Additionally, [one test in `test/e2e/apimachinery`](https://github.com/kubernetes/kubernetes/blob/v1.27.0/test/e2e/apimachinery/etcd_failure.go#L63) does the same thing "by hand" but ought to be rewritten to use `TestUnderTemporaryNetworkFailure`, or at least to use the `BlockNetwork` / `UnblockNetwork` functions that it uses.)

This test currently uses iptables rules to simulate the network failure, but in the future, nftables will be more widely-supported/widely-available than iptables, so it should be rewritten to try using `nft` first, and only fall back to `iptables` if `nft` isn't installed.

/sig network
Repository: storybook
Issue: [Bug]: 
Labels: bug,needs triage

### Describe the bug

Responsiveness not working for the mobile devices.....


![resppnsive issue](https://github.com/storybookjs/storybook/assets/98037970/21e4b2a1-49d3-44a1-8a7b-f614c7303553)



### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_