sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Controls addon does not detect propTypes correctly
Labels: bug,react,block: argstable

**Description**
controls addon seems not to detect propTypes correctly in some cases

**To Reproduce**

1. install prop-types and storybook and setup controls addon
2. create `Button` component like this:
```js
import PropTypes from 'prop-types';
import React from 'react';

const Button = (...props) => <button {...props} > Button </button>;

// if there was no map function applied, this worked and detected correctly by controls addon
// but when .map or any other function applied, it won't work. also it doesn't work if you
// define propType first and then just use it in Component.propTypes

const THEMES_MAPPED = ['primary', 'secondary'].map(t => t);

Button.propTypes = {
    theme: PropTypes.oneOf(THEMES_MAPPED)
};

export default Button;
```
3. create story for it:
```js
import React from 'react';
import Button from './Button';

export default {
    component: Button,
    title: 'Button'
};

const Template = args => <Button {...args} />;

export const Playground = Template.bind({});
Playground.args = {
    theme: 'primary'
};

```
4. run storybook and this is result:
![2020-11-07_19-34-02](https://user-images.githubusercontent.com/46329768/98446116-ad070f80-2130-11eb-9fe4-c2ee3c434426.jpg)

__Consider__ this also happens when you pass propType of a component to another, like:
```js
SocialButton.propTypes = {
   theme: Button.propTypes.theme
}
```
**or even** if you just define a propType and then use it in `Component.propTypes`:
```js
const propType = PropTypes.oneOf(['primary', 'secondary']);

SocialButton.propTypes = {
   theme: propType
}
```

**Expected behavior**
it's clear

**System**
Environment Info:

  System:
    OS: Windows 10 10.0.18362
    CPU: (8) x64 Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz
  Binaries:
    Node: 14.12.0 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.5 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 6.14.8 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Edge: Spartan (44.18362.449.0)
  npmPackages:
    @storybook/addon-actions: ^6.0.28 => 6.0.28
    @storybook/addon-controls: ^6.0.28 => 6.0.28
    @storybook/addon-essentials: ^6.0.28 => 6.0.28
    @storybook/addon-links: ^6.0.28 => 6.0.28
    @storybook/node-logger: ^6.0.28 => 6.0.28
    @storybook/preset-create-react-app: ^3.1.4 => 3.1.4
    @storybook/react: ^6.0.28 => 6.0.28
Repository: PowerToys
Issue: Folder watch dog to auto-move files
Labels: Idea-New PowerToy

What I have in mind is a deamon/watch dog which will act on behalf of the user and **auto sort files into folders**.
E.g. the most common usage is that I download files and I want to move those files later (of course).
The deamon would move the files in the specified folder to another destination based on certain criteria and rules, like regex matching, file type matching, time, etc. etc.

This would be also useful when dealing with apps that output a lot of stuff on saving. The deamon could make a new folder, name the folder with the current date and put the files there, maybe even with subfolders.

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: go
Issue: gollvm: supporting i386/i686 builds (Intel)
Labels: NeedsInvestigation,FeatureRequest

I am creating this issue for a future patch (and others should be expected, for the same purpose), observable on/threw Gerrit.
It would be referenced (a bit) later.

This is about compiling & running 32bit userspace Go applications on (under?) 32bit CPU/hardware/OS kernel  (system-on-board).
Something for 32bit AMD's CPUs would be a good cause for a separate Github issue.

This **is not** covering the following (corresponding options/use cases should be covered within separate Github issues):

- running 32bit userspace apps on 32bit hardware/CPU/OS kernel, for micro-controllers (system-on-chip);
- running 32bit containerized Go apps, on 64bit hosts (system-on-board);
- running 32bit containerized Go apps, on 64bit hosts (system-on-chip);
- running 32bit bare metal/in-kernel firmware (probably on 32bit system-on-chip), compiled from Golang source code
.

This issue covers few OS-compiler combinations (at once).
I will update this summary once there would be a demand to extend the scope.
GCC, Clang compilers on Linux.
MSVC compiler on Windows.
Not sure what to assume on MacOS (I heard that they have a hybrid 32bit/64bit kernel - but I am not an expert).
GCC, Clang on FreeBSD.
Repository: pytorch
Issue: Handling multiple large-scale datasets efficiently 
Labels: module: dataloader,triaged

Hi
I have multiple large-scale datasets and I need to write a dataloader for them with distributed sampler so it can be handled on TPUs and be used with pytorch XLA. could you guide me to any existing sample, showing how to handle mutliple large-scale datasets, where you cannot load them in memory in pytorch? thanks 

cc @SsnL @VitalyFedyunin @ejguan
Repository: flutter
Issue: [Request] Custom icons are inconsistent. Better document how they should work.
Labels: framework,f: material design,d: api docs,a: quality,c: proposal,P3,team-design,triaged-design

I've done a brief research today, and this is the state of icons in Flutter:

### Material Icons
- Last updated: Jul 18, 2020 (almost two years later)
- The [instructions and code](https://github.com/flutter/flutter/wiki/Updating-Material-Design-Fonts) on how to generate them are exclusive for Google employees. 
- Syntax:`shuffle_rounded`

### [font_awesome_flutter](https://github.com/fluttercommunity/font_awesome_flutter)
- Last updated: Oct 7, 2020 (nice)
- It has its own `FaIcon` that replaces `Icon` because of a bug in Icon (it considers all icons as a square). They build by generating icon definition from a json and formatting with dart format.
- Syntax: `arrowAltCircleUp ` syntax.

### [flutter_feather_icons](https://github.com/muj-programmer/flutter_feather_icons) 
- Last updated: Jul 16, 2019 (abandoned)
- Icons have slightly more padding than material. Therefore, the same icon, with the same size, is going to be bigger in Feather. The generated file comes from a mysterious place, and it has a json with an array with key, the value of each color.
- Syntax: `xSquare`
![image](https://user-images.githubusercontent.com/351125/98451046-0a936000-2121-11eb-9e98-c3a852ef4ccd.png)

### [line_awesome_flutter](https://github.com/clean/line_awesome_flutter)
- Last updated: Dec 20, 2019 (still the latest icon version)
- Was compiled (probably manually) in FlutterIcon.com which is derived from Fontello.
- Syntax: `lightning_bolt`

### Conclusions
1. No one knows how to compile a font. You can't use FlutterIcon in a script to update an icon periodically. The json from font_awesome_flutter works nicely, but most fonts don't provide it. Material script is closed. I also didn't test if every one of them works fine with tree-shaking.
2. Syntax is irregular. One of them says it chose camelcase because it was "more Flutter like", but Flutter has adopted underscore syntax, so 🤷‍♂️. You could write this recommendation for future font packages.
3. Sizing/padding/margin matters. You could better specify the default from Material and let people make tools to slightly shrink custom fonts to match Material.
4. Better test/support a custom icon, like font_awesome, to avoid issues that made them make their own `Icon` replacement.

I would love to see Flutter helping solve these issues to make the work with non-material fonts easier than it is today.
Repository: rust
Issue: Tracking Issue for `#![feature(pub_macro_rules)]`
Labels: A-visibility,A-macros,C-tracking-issue,F-pub_macro_rules

This is a tracking issue for
```rust
    pub macro_rules! foo {
        ...
    }
```

`pub` (or `pub(...)`) here makes the macro use regular module scoping (with specified visibility) used by all other non-macro items instead of the traditional `macro_rules` scoping.

~~Implemented in https://github.com/rust-lang/rust/pull/78166.~~

### Implementation History:
- Implemented in #78166 (merged in #82296)
- Reverted in #83713 (due to #83641)
Repository: pytorch
Issue: Keyword-only function not allowed with TorchScript
Labels: oncall: jit,module: bootcamp,OSS contribution wanted,days

## 🐛 Bug

TorchScript does not support keyword-only functions.

## To Reproduce

```py
from typing import Optional

import torch

print(torch.__version__)


def test(*, x: Optional[torch.Tensor] = None) -> Optional[torch.Tensor]:
    return x


torch.jit.script(test)
```

```
1.6.0+cu101

~/.cache/pypoetry/virtualenvs/pythorch-XWCSm5JO-py3.8/lib/python3.8/site-packages/torch/jit/frontend.py in build_param_list(ctx, py_args, self_name)
    239             if arg is not None:
    240                 ctx_range = build_expr(ctx, arg).range()
--> 241                 raise NotSupportedError(ctx_range, _vararg_kwarg_err)
    242     result = [build_param(ctx, arg, self_name, False) for arg in py_args.args]
    243     result += [build_param(ctx, arg, self_name, True) for arg in py_args.kwonlyargs]

NotSupportedError: Compiled functions can't take variable number of arguments or use keyword-only arguments with defaults:
  File "/pool01/home/twoertwe/git/python-tools/python_tools/ml/test.py", line 8
def test(*, x: Optional[torch.Tensor] = None) -> Optional[torch.Tensor]:
                                        ~~~~ <--- HERE
    return x

```


cc @gmagogsfm
Repository: electron
Issue: Copy/Paste Files from Desktop into Electron render window (as an alternative to drag-and-drop)
Labels: enhancement :sparkles:

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### Preflight Checklist
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* [ x ] I have searched the issue tracker for a feature request that matches the one I want to file, without success.

### Problem Description

For accessibility and general usability reasons, most apps which support drag-and-drop of files from the desktop will also support copy-and-paste. Dragging and dropping can be an awkward move, even for those of us without mobility issues. So copy-and-paste is often a better user experience.

Electron has augmented the HTML5 File API with the [`File` Object](https://www.electronjs.org/docs/api/file-object), giving access to the path of the files being dragged into a render window.

The [HTML Clipboard API](https://developer.mozilla.org/en-US/docs/Web/API/Clipboard_API) seems to suffer from similar security-related issues disallowing paste access to any files pointers copied from the desktop.

While this may make sense for a random web page, unless I’m missing something – a desktop app should be able to have access to this information. Especially when it’s being pasted intentionally with a user interaction (e.g. Command+V). Some of this has been addressed with Electron’s clipboard API.

### Proposed Solution

So my proposal is for some sort of File support in the [Electron `clipboard` API](https://www.electronjs.org/docs/api/clipboard). Something along the lines of the `clipboard.readFiles()` which would return an array of filepaths (and MIME types?). In a perfect world, the drag-and-drop API and the clipboard API would be very similar. But I’ll settle for any way to allow users to paste files into an Electron app.

### Alternatives Considered

HTML Clipboard API

### Additional Information

For some documentation about HTML Clipboard API support, and to play around with clipboard data and get information about what the HTML Clipboard API has access to in Chrome(ium), check out the [Evercoder Clipboard Inspector](https://github.com/Evercoder/clipboard-inspector) and particularly [the live page](https://evercoder.github.io/clipboard-inspector/). Compare a multi-file drag-and-drop event to copy/paste. You’ll get a lot more information in Safari than in Chrome, but neither of them has file path information.
Repository: pytorch
Issue: Failed to get generated_cpp list
Labels: module: build,triaged

Hmmm... **NEVER** successfully installed pytorch from source ... 
I was trying to build **pytorch** using **CMake** but failed with the following **ERROR** messages:

```console
disabling ROCM because NOT USE_ROCM is set

 CMake Error at cmake/Codegen.cmake:199 (message):
   Failed to get generated_cpp list
 Call Stack (most recent call first):
   caffe2/CMakeLists.txt:2 (include)
```


cc @malfet @seemethere @walterddr
Repository: godot
Issue: event.is_action_pressed with nonexistent InputMap action disrupts other actions
Labels: bug,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
Godot_v3.2.3-stable_x11.64

**OS/device including version:**
Linux (ubuntu 20.04), 5700XT


**Issue description:**
I was using a keyboard key as a toggle to execute some code that I did not want active in my exported project. It was tied to an action I called 'ui_environment'. To disable it for the build I just amended the variable name to 'ui_environment_disabled'. As below:
```
	elif event.is_action_pressed("ui_environment_disabled"):
		var current_camera = get_viewport().get_camera() 
		print("apply environment")
		var res;
		res = load("res://Environments/SunriseWorldEnvironment.tres") 
		current_camera.environment = res
```

The local build works perfectly. I exported the project and did a release to steam. When running the game from steam, the joypad inputs were erratic. Sometimes the joystick was registering the input, sometimes it wasn't. The d-pad, instead of moving only when pressed would start to continue to move even when no longer pressed. It was all very strange. Then I noticed that the problem was repeatable. The d-pad worked until I moved the joystick and then the erraticness started until I pressed a button twice. The twice thing made me think godot was silently registering an error that was consuming the input event. That led me to the logs:

In the godot.log from the Steam version was this cryptic message:
```
**ERROR**: Condition "!E" is true. Returned: false
   At: core/input_map.cpp:195:event_get_action_status() - Condition "!E" is true. Returned: false
```
This did not give me any hint as to the problem other than it was an input issue. It was only when I went to stderr for the working non-exported build on my local that I saw the following message:

```
ERROR: event_get_action_status: Request for nonexistent InputMap action 'ui_environment_disabled'.
   At: core/input_map.cpp:195.
```
I guess when it hits that error it is unable to process other input events (such as dpad release or joystick motion) and that cascades down.

Expected behaviour:
I expected changing the variable to `ui_environment_disabled` would just fail gracefully. Lesson learned. However, the log message for the exported build could be improved.
Repository: material-ui
Issue: [RFC] Links vs Buttons
Labels: docs,discussion,umbrella,RFC

Opening this to be filled with arguments why or why not buttons should look like anchors. 

We accidentally merged a change that enforced the distinction partially. Any decision we do make should be applied consistently. The button vs anchor discussion is already hard to follow. We shouldn't make it more complicated by applying different stances throughout our docs.

#22780 enforced different visuals for links in the nav menu but didn't make a proper argument why.
Repository: go
Issue: cmd/go: unclear what ImportMap in "list -json" means
Labels: Documentation,NeedsFix,GoCommand

```
$ go version
go version devel +974def803e Tue Nov 3 04:11:02 2020 +0000 linux/amd64
$ go help list | grep ImportMap
        ImportMap    map[string]string // map from source import to ImportPath (identity entries omitted)
```

I've been writing Go tools and using Go modules for years, and I can't understand what this field means, or when it's used.

My initial suspicion was that it mattered for vendored dependencies, because a user reported a `go list -json` output containing:

```
	"ImportMap": {
		"golang.org/x/crypto/internal/subtle": "vendor/golang.org/x/crypto/internal/subtle"
	},
```

However, I just created a simple module with vendored dependencies, and `go list -json -deps` does not show any `ImportMap`. I also had a brief look at the cmd/go code, and it seems like the map can contain RawImports (no idea what those are either), or imports like runtime/cgo which appear only in generated code.

Could we clarify the docs a bit on this? I realise that the doc line should still be one line, but perhaps we can expand on its definition in the text after the type definition, just like the paragraph starting with `Packages stored in vendor directories report an ImportPath...`.
Repository: pytorch
Issue: torch.nn.Module.apply cyclical references unbounded
Labels: module: nn,triaged

## 🐛 Bug

When there's a cycle in module references, torch.nn.Module.apply has no cycle detection/breaking which results in infinite recursion

## To Reproduce

```
import torch

class Net(torch.nn.Module):
	def __init__(self):
		super(Net, self).__init__()
		self.module = self

module = Net()
module.apply(lambda x : x)
```
               
## Expected behavior

No RecursionError: maximum recursion depth exceeded while calling a Python object

## Environment

Collecting environment information...
PyTorch version: 1.7.0
Is debug build: True
CUDA used to build PyTorch: 11.0
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Home
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect

Python version: 3.8 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.2
[pip3] torch==1.7.0
[pip3] torchaudio==0.7.0
[pip3] torchsummary==1.5.1
[pip3] torchvision==0.8.1
[conda] Could not collect

cc @ezyang @gchanan @zou3519 @bdhirsh @albanD @mruberry
Repository: deno
Issue: Allow a script to kill itself without run permissions
Labels: cli,permissions,suggestion

If this has already been discussed in another issue I'm sorry, I haven't found one.

I'am working on cliffy and we are trying to improve the sigint handling of the prompt module, if a user hit's `ctrl+c`. The problem is, deno doesn't trigger the sigint signal automaticly, because we need to enable the raw mode with `Deno.setRaw`.

Currently, the prompt module just exits if the user hit's `ctrl+c` by calling `Deno.exit`. But instead of just exiting the programm, we want to use the `Deno.kill` method to rise a sigint, so it's possible to run some cleanup operations if the user hit's `ctrl+c`.

But currently it's not possible to rise a signal without the `--allow-run` permissions flag. And i don't want the prompt module to depend on the `--allow-run` flag.

One option to improve this could be to allow a script to kill itself without the `--allow-run` flag. This could be done by checking the pid of the running script. If the pid passed to `Deno.kill` matches the pid of the running script, the `--allow-run` flag is not required.
Repository: vscode
Issue: Add option to hide the "suggestion window" when press key left or right [old pattern]
Labels: suggest,under-discussion

<!-- ⚠️⚠️ 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. -->
VS code version: 1.50.0, Linux Ubuntu

<!-- Describe the feature you'd like. -->
I would like to suggest an option in the settings to keep the old pattern of hide suggestion.
If this already exist so I can't found it int the settings.
It's very very very tedious and borring the suggestion window not hide like before, and this newer pattern of vscode not help (for me) in the edition. So, please, add some option in the next version to keep the old style of hide the window: press left or right and it go tothe holy from it came.
Repository: godot
Issue: Quantum Bug: Exported variables reset without notice if type is changed in gdscript
Labels: bug,topic:gdscript,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3stable official

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
windows 10

**Issue description:**
<!-- What happened, and what was expected. -->
A manually created resource with attached gdscript had an exported variable type changed from int to float. The values appeared to be retained in each copy of the resource utilizing the gdscript, but AFTER inspection they silently switch to their default assigned value (0) without being manipulated by the user (other than the gdscript type change for the variable).

It only happens if you observe it. The value is retained until you view the Resource in the inspector. A quantum bug, maddening to chase down!

If a type is changed for a variable in a gdscript attached to created resources, a warning needs to be issued to the user that all values are cleared due to the type change, and all values need to be cleared upon next save (before the resource is selected and  inspected in the editor - right now they clear only after you open them and view them, then save).

**Steps to reproduce:**
1. Create two Resources.
2. Attach the same GDScript to each.
3. In the GDScript create a variable: export(int) var my_number
4. In the Resources, modify the value to 10.
5. Close the Inspector view of the Resources.
6. In the GDScript, change the type from int to float, then save.
7. Open ONE Resource in the Inspector, observe the value is retained as 10.
8.  Close the Inspector view, then save.
9. Observe the Resource again, note the value has changed to 0 due to picking up the type change and initializing after being observed.
10. Observe the other Resource still says 10. It will then switch after you save again and view it fresh once more.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: opencv
Issue: Getting the error when loading the .pb file using cv2.dnn.readNetFromTensorflow
Labels: feature,category: dnn

##### System information (version)
<
- OpenCV => 4.3.0
- Operating System / Platform => Ubuntu 64 Bit
- Compiler => g++
>

##### Detailed description

<  My model has dsnt(Numerical Coordinate Regression with Convolutional Neural Networks) custom layer on top of keras functional model. I have generated .pb file using custom tensorflow script.When I remove the dsnt layer from the model then the graph is loading properly>

##### Error

<    net = cv2.dnn.readNetFromTensorflow(modelWeights)
cv2.error: OpenCV(4.4.0) /tmp/pip-req-build-6amqbhlx/opencv/modules/dnn/src/tensorflow/tf_importer.cpp:1025: error: (-215:Assertion failed) values.type() == CV_32FC1 in function 'populateNet'
>