sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: addon-docs ArgsTable API requires 'control' prop to be present to have an overriding effect
Labels: question / support,mdx,addon: controls

**Describe the bug**
In order to work around a separate vue-docgen-api issue with TS types in Vue not displaying verbose enough, I am trying to override the `type` of my props in the ArgsTable by following these instructions:
https://storybook.js.org/docs/react/api/argtypes#manual-specification
and
https://storybook.js.org/docs/react/writing-docs/doc-blocks#customizing

However, the `argTypes` objects that I have added to the MDX `<Story>` do _not_ override the Type in the props table _unless_ I also add a `control: { type: null }` prop to each prop object. It works correctly, updating/fixing/overriding the type, when I include that node, with the additional side-effect of adding an unwanted Controls column to my ArgsTable.

In an ArgsTable where I attempt to make more than one type correction, simply including the `control: { type: null }` on _one_ prop is enough to make all the other props adopt their corrected types.

While `type` is my use case, I also noted that the `description` field follows the same behavior -- it too requires the `control` node to be present to take an overriding effect.

Please see the Code Snippets area below to see two examples.

**To Reproduce**
Steps to reproduce the behavior:

1. Adjust the ArgTypes of a story/component by setting `table: { type: { summary: 'NewType' } }`
2. Observe that the type in the ArgTable is _not_ changed to "NewType"

**Expected behavior**
The ArgsTable should use the overrides described in the `argTypes` object without any other required properties on the `argsTypes` node.

**Code snippets**
The following example does not change the Type field in the ArgsTable
```
<Story name="ImageSlider"
    argTypes={{
      images: {
        table: {
          type: {
            summary: 'ImageInterface[]'
          }
        }
      },
...
</Story>
```

The following example _does_ change the Type field in the ArgsTable, and adds an unwanted "Controls" column:

```
<Story name="ImageSlider"
    argTypes={{
      images: {
        table: {
          type: {
            summary: 'ImageInterface[]'
          }
        },
        control: {
          type: null,
        },
      },
...
</Story>
```

**System:**
```
Environment Info:

  System:
    OS: macOS 10.15.6
    CPU: (8) x64 Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz
  Binaries:
    Node: 14.4.0 - /usr/local/bin/node
    npm: 6.14.4 - /usr/local/bin/npm
  Browsers:
    Chrome: 85.0.4183.83
    Firefox: 75.0
    Safari: 13.1.2
  npmPackages:
    @storybook/addon-actions: >=6.0.21 => 6.0.21 
    @storybook/addon-docs: >=6.0.21 => 6.0.21 
    @storybook/addon-knobs: >=6.0.21 => 6.0.21 
    @storybook/addon-links: >=6.0.21 => 6.0.21 
    @storybook/addon-notes: ^5.3.21 => 5.3.21 
    @storybook/vue: >=6.0.21 => 6.0.21 
```
Repository: flutter
Issue: [iOS14] StoreKitTest Framework
Labels: a: tests,c: new feature,platform-ios,p: in_app_purchase,package,c: proposal,e: OS-version specific,P3,team-ios,triaged-ios

## Use case

I would really like to be able to test In App Purchases with a unit test :) IOS 14 comes with a new Framework to test IAP locally with a storekit file. 
See more [here](https://developer.apple.com/documentation/storekittest), [here](https://developer.apple.com/documentation/storekittest/sktestsession) and [here](https://developer.apple.com/documentation/xcode/setting_up_storekit_testing_in_xcode).

## Proposal

I would like to be able to use the `StoreKitTest` class and the `SKTestSession` in order to mock my in app purchases locally
Could be a good idea to implement it alongside the official [In App Purchase plugin](https://pub.dev/packages/in_app_purchase) for Flutter!
Repository: vscode
Issue: Notebook diff: fully unaccassible
Labels: debt,accessibility,notebook-diff

https://github.com/microsoft/vscode/issues/105770

1. Open the my-work.github-issues file
2. Make some changes to it and open it in the SCM changes view
3. Try the `F7` or `shift + F7` experience to navigate through differences in an Accessible way (screen reader would read what is changed, you can try it with a regular editor). Does not work.

Due to this the Notebook diff is fully unaccassible. Adding important since this is a basic feature we have to support.
Repository: pytorch
Issue: When the pytorch training data reaches a certain epoch, the memory remains unchanged?
Labels: needs reproduction,triaged

Pytorch 1.4 + cuda10.1, GPU is 2080ti, video memory is 11g, training data, when epoch = 130, the training stops, the memory usage of the video card remains unchanged, and the utilization rate is always below 5%. What's the matter?
Repository: create-react-app
Issue: When to update the typescript version
Labels: issue: proposal,needs triage
Repository: PowerToys
Issue: System media transport controls tweaker!
Labels: Idea-New PowerToy,Product-Tweak UI Design

## 📝 Provide a description of the new feature

There are a bunch of things this PowerToy could do. First of all, it's worth noting that there's (finally) a new home for it (after 5 years or 8, if you include Windows 8!) in the volume flyout. Microsoft unfortunately hasn't updated the styles of the volume and brightness popups. I don't think it has any seeking functionality or any of the additional media features/data from Google's side. I hope that when MS enables this feature flag, they'll also integrate with the Global Media Controls in browsers like Chrome OS does. I don't know if it still appears with the media keys (if so, I hope it has a dismiss button!), or how it works with multiple videos, or even if the lockscreen controls have also been updated (which look much newer than the normal controls).

Anyway, this PowerToy would add a bunch of controls:
- how long you want it to appear for
- if you want it to appear at all when you use media keys 
- if you want the volume controls to make it appear
- if you want to be able to hover over it to make it stay

for searchers, this is sometimes referred to as the media or music popup/pop up/pop-up

https://twitter.com/RudyHuyn/status/1149840574196797440
https://twitter.com/mehedih_/status/1149638646242299904

---


If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: flutter
Issue: Support Android R/API 30 DisplayCutout Rects
Labels: c: new feature,platform-android,platform-ios,a: platform-views,c: proposal,dependency: android,P3,team-android,triaged-android

Continued from https://github.com/flutter/flutter/issues/56599

Android R includes new API `getBoundingRect<direction>()` to get rects that are obscured by cutouts. We should look to expose this in a way that is also compatible with iOS, which may not yet be possible.
Repository: vscode
Issue: Interactive playground eats arrow keys
Labels: bug,interactive-playground

Wasn't able to reproduce but it went like this

* had the welcome page showing
* went into a TS file
* trigger peek references, up/down arrows don't work to navigate in tree
* enable trace log and see this `KeybindingService#dispatch ↓ workbench.action.interactivePlayground.arrowDown`

So, there must be something wrong with its context key definition but I can't say how it happened...

```
[2020-09-02 12:58:13.865] [renderer3] [trace] CommandService#executeCommand workbench.action.interactivePlayground.arrowUp
[2020-09-02 12:58:13.865] [renderer3] [trace] telemetry/workbenchActionExecuted {"id":"workbench.action.interactivePlayground.arrowUp","from":"keybinding"}
[2020-09-02 12:58:15.778] [renderer3] [trace] KeybindingService#dispatch ↓ workbench.action.interactivePlayground.arrowDown
[2020-09-02 12:58:15.778] [renderer3] [trace] CommandService#executeCommand workbench.action.interactivePlayground.arrowDown
[2020-09-02 12:58:15.778] [renderer3] [trace] telemetry/workbenchActionExecuted {"id":"workbench.action.interactivePlayground.arrowDown","from":"keybinding"}
```
Repository: gin
Issue: Can gin have a group without a prefix?
Labels: question

Can gin have a group without a prefix?

According to the documentation on the method, the answer is YES. but I need to make sure it is supported.

https://github.com/gin-gonic/gin/blob/0304ee96edb2f7f863d5e8337073cade0327af4a/ginS/gins.go#L50

What I am trying to achieve is to group some routes together and apply some middleware (JWT) without having to add some prefix to them all.
Repository: opencv
Issue: dnn::Net: Get shape of multiple input layers (`getUnconnectedInLayers()`)
Labels: feature,category: dnn

##### System information (version)
- OpenCV => 4.4.0-dev

##### Detailed description
I was wondering if dnn::Net offers a similar method to `getUnconnectedOutputLayers()` for input layers. Use case would be a model that has multiple input layers, and I want to perform a dummy forward to preload the model and warm up caches etc.  

I would need the shape of the input layers of the model, in order to construct the correct dummy input. I am not sure how to get this info with the current API, since all methods related to retrieving info about layer shapes at least expect that I know the input layer indices. However, there is no method `getUnconnectedInputLayers()` that would return these indices.  

I found this [old issue](https://github.com/opencv/opencv/issues/10210) which asked some things about input layer shapes as well and @dkurt mentioned in it that it is the user's responsibility to know input shapes. While I understand the point, I also have to mention that the ONNXRuntime project makes it possible to query input shapes.
Repository: godot
Issue: ScrollContainer does not follow focus correctly when changing Rect scale
Labels: bug,topic:gui



**Godot version:**
3.2.2


**OS/device including version:**
Linux 5.8.3-2-MANJARO


**Issue description:**

By clicking on a button and pressing UP and DOWN arrows on the keyboard, the ScrollContainer follows the focus fine but if the 
size of the container is reduced using the scale property then the container does not longer follow focus correctly.


**Steps to reproduce:**
In the attached project you can find two scenes, Control and Control2. Both are the same except the scale property, you can reproduce the issue (hopefully) by running either of them, clicking on the first button and then using the up and down arrow keys to change focus and make the panel scroll.

[test.zip](https://github.com/godotengine/godot/files/5162736/test.zip)
Repository: rust
Issue: Unstable Book: "gen_future" leads to a closed tracking issue
Labels: A-docs

Unstable Book in section [gen_future](https://doc.rust-lang.org/nightly/unstable-book/library-features/gen-future.html) leads to a closed tracking issue https://github.com/rust-lang/rust/issues/50547 titled `Tracking issue for async/await (RFC 2394)`.

There are a few solutions to this:
\- reopen the tracking issue, or
\- create a new tracking issue and a PR updating the issue number in documentation, or
\- mark the feature as internal only, or
\- something else?
Repository: PowerToys
Issue: [KBM] Adding exceptions to "All Apps", or defining a list of apps for a same shortcut
Labels: Idea-Enhancement,Help Wanted,Product-Keyboard Shortcut Manager

## 📝 Provide a description of the new feature

In Keyboard Manager, it's possible to remap a shortcut globally. Since there are many annoying programs that not only don't use what I consider the standard shortcut, Ctrl+Shift-Z, for Redo, but some of them even have another action on there, which results in a loss of redo history.

Some of those shortcuts aren't even remappable or the shortcut settings are hard to find and use, so I was really thankful for the possibility. I remapped Ctrl+Shift+Z to Ctrl+Y globally, which has mostly worked great for me. 

However, I stumbled upon a particular program that has the reverse problem. Its command for Redo is Ctrl+Shift+Z, and it's not remappable. My remapping makes it impossible to redo and it triggers another action, which is the behaviour I wanted to fix in the first place.

I wish I could define exceptions for my "all apps" rule, or apply it to a certain list of apps instead of a single one. What's the best way to achieve what I want?
Repository: go
Issue: x/tools/go/ssa: relies on explicitly-unstable testing.MainStart
Labels: NeedsFix

https://build.golang.org/log/83ea7f332b5b9c7b09ee1f00d5ac8d6f947b29b0:

```
Entering directory `/workdir/gopath/src/golang.org/x/tools/go/pointer'
2020/09/02 14:32:24 internal error type-checking main$testmain: main$testmain.go:42:25: cannot use match (variable of type deps) as testing.testDeps value in argument to testing.MainStart: missing method SetPanicOnExit0
FAIL	golang.org/x/tools/go/pointer	4.716s
```

A short-term fix to add the missing method is trivial (in `x/tools/go/ssa/testmain.go`).

Longer term, `x/tools/go/ssa` should not be relying on the `testing.testDeps` interface or the `testing.MainStart` function. (`testing.M` and `TestMain` exist for a reason.)
Repository: pytorch
Issue: Immutable (read-only) tensors
Labels: triaged

Previously: https://github.com/pytorch/pytorch/issues/30458

An immutable tensor is a tensor which cannot be mutated, e.g., via inplace operations or `out=` operations. Due to the reduced API surface of immutable tensors, they can be implemented in several different ways without an observable difference in user behavior:

1. As an out-of-place new tensor
2. As a view on an existing tensor
3. As a lazy tensor which always rematerializes its result when it is requested

In the presence of mutation, you can distinguish views and non-views; however, if mutation is forbidden, then it is not possible to distinguish these two cases. (We don't consider operations which explicitly break referential transparency, such as direct pointer equality tests. There are some caveates, see below).

Beyond the obvious clarity benefits of immutable tensors, immutable tensors would give us more flexibility in API design in PyTorch. Operations which sometimes return a view and sometimes return a new tensor (e.g., contiguous and https://github.com/pytorch/pytorch/pull/43270) could instead unconditionally return an immutable tensor, thus eliminating a class of bugs where a user mutates the resulting tensor and unpredictably affects other tensors. In general, API functions which return immutable tensors admit more implementation strategies than APIs that do not.

**Deep versus shallow immutability.** Deep immutability means that not only is a tensor immutable, but its storage and all other tensors which alias that storage are also immutable. Deep immutability gives strong guarantees about the observability of aliasing, as it is not possible to mutate the base nor the view. However, it is not as easy to use in practice. For example, imagine our desire to modify `contiguous()` to return an immutable tensor when the tensor was contiguous. In general, we cannot assume inputs to contiguous are immutable; so if we were passed in a mutable tensor, we wouldn't be able to return an immutable tensor and preserve deep immutability, as the original tensor could always be mutated. We could test for mutations *after the fact* by saving the version counter of the mutable tensor at the time the view is taken (similar to how saved tensors for backwards work in PyTorch), but this is generally more complicated.

Shallow immutability simply means that a given view on a storage may be immutable, but that doesn't mean that there aren't other mutable reference to the object. In Numpy, this is referred to as the WRITEABLE flag https://numpy.org/doc/stable/reference/generated/numpy.ndarray.flags.html In C/C++, this is the "const" modifier. Shallow immutability gives less guarantees, but is easier to implement.

**BC considerations**. Changing contiguous() to return an immutable tensor would be an extremely BC-breaking change, although any occurrences where BC-breakage is observed are likely to be bugs in user code.

cc @zdevito @dzhulgakov
Repository: rust
Issue: Windows SOCKET type defined inconsistently between libc vs std::os::windows
Labels: O-windows,T-libs-api,C-bug,A-io

- https://github.com/rust-lang/rust/blob/master/library/std/src/sys/windows/ext/raw.rs says u32/u64
- https://github.com/rust-lang/libc/blob/master/src/windows/mod.rs#L51 says uintptr_t aka usize

For some reason official MS SDK docs likes to [keep the actual definition a secret](https://docs.microsoft.com/en-us/windows/win32/winsock/winsock-structures)

- https://github.com/mirror/mingw-w64/blob/master/mingw-w64-headers/include/psdk_inc/_socket_types.h says uintptr_t
- http://www.novell.com/documentation/developer/samplecode/ndpscomp_sample/gateway_inc/WINSOCK2.H.html says u_int/uintptr_t

Probably the std definition should be changed to `usize` to match the libc crate.
Repository: PowerToys
Issue: [Run] Add Telemetry for exceptions
Labels: Product-PowerToys Run,Area-Quality,Area-Telemetry,Issue-Task

Powertoys run has a number of try-catch blocks across the Pt Run project, which could potentially result in a number of critical functionalities failing silently.
Repository: PowerToys
Issue: [Run] Synchronize settings file read/write
Labels: Issue-Bug,Product-PowerToys Run,Area-Quality

The following events happen during a setting update : 
1. The settings process communicates updates to the runner using IPC. 
2. Runner updates `settings.json` file.
3. FileWatcher for `settings.json` is triggered in the PowerLauncher process, updating current runtime settings.

FileWatcher in step 3 is called several times on UI thread. This is possibly because file write is not a one step process and FileWatcher is triggered at each step in write process. Syncronising step 2 and 3 above would prevent this happening.
Repository: PowerToys
Issue: [PowerRename] Log to a file old and new filename
Labels: Idea-Enhancement,Help Wanted,Product-PowerRename

## 📝 The Renaming tool is quite powerful but lacks a log-entry

_A nice addition would be just a simple txt-file as a log so that one can use the tool for blinding e.g. filenames for a scientific experiment quickly and simply open a  created log-file that tells the old and new name._

---

If you'd like to see this feature implemented, add a 👍 reaction to this post.
Repository: flutter
Issue: Export CalendarDateRangePicker class at material public api
Labels: framework,f: material design,f: date/time picker,c: proposal,team-design,triaged-design



## Use case
   My design created his own style range date picker, but since CalendarDateRangePicker class is not exported `/material/pickers/pickers.dart`  (only the function showDateRangePicker) we can use this as a widget, so we can customize, com compose anything with this function.

![image](https://user-images.githubusercontent.com/37809501/92023492-38c87e00-ed33-11ea-8c3d-c1211851b449.png)


## Proposal
at /material/pickers/pickers.dart
add CalendarDateRangePicker together with showDateRangePicker
`dart export 'date_range_picker_dialog.dart' show showDateRangePicker, CalendarDateRangePicker;`
Repository: godot
Issue: Game crashes when getting text input on Amazon FireTV
Labels: bug,platform:android,topic:input,crash



**Godot version:**
Godot Version 3.2.2 Stable


**OS/device including version:**
FireTV Stick 4K - Fire OS 6.2.7.3


**Issue description:**
<!-- What happened, and what was expected. -->
I have a popup dialog containing a single lineEdit to get the player name from the player. When the LineEdit gets the focus, the Fire OS Keyboard pops up as expected. However, when text input is complete and either Next or Previous is clicked, the game crashes back to the OS. 
Expected behavior is for the popup dialog to hide (due to catching the text_entered signal from the LineEdit)
It works as expected on both windows and Android (Oreo) platforms


**Steps to reproduce:**
Create a simple scene with just a button and a popup dialog containing a single lineedit. 
show the popup dialog when the button is pressed and have the lineedit grab focus.
connect text_entered signal from lineEdit to a func that hides the popup.
export and load on firetv, run and enter text


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->


[LineEdit Test.zip](https://github.com/godotengine/godot/files/5164268/LineEdit.Test.zip)
Repository: pytorch
Issue: [FX] Can't symbolically trace callsites to ScriptFunction
Labels: triaged,module: fx

People are using ScriptFunctions to have code blocks that work correctly under TorchScript tracing. However, when these blocks are encountered in symbolic tracing, tracing fails.

```
import torch


@torch.jit.script
def funny_func(x):
    for _ in range(x.size(0)):
        x += 1.0
    return x

class Foo(torch.nn.Module):
    def forward(self, x):
        return funny_func(x)


f = Foo()
ts_traced = torch.jit.trace(f, (torch.rand(3, 4),))

x_test = torch.rand(5, 6)
torch.testing.assert_allclose(f(x_test), ts_traced(x_test))

import torch.fx
# RuntimeError: funny_func() Expected a value of type 'Tensor (inferred)' for argument 'x' but instead found type 'Proxy'.
sym_traced = torch.fx.symbolic_trace(f)
```

```
RuntimeError: funny_func() Expected a value of type 'Tensor (inferred)' for argument 'x' but instead found type 'Proxy'.
Inferred 'x' to be of type 'Tensor' because it was not annotated with an explicit type.
Position: 0
Value: Proxy(x)
Declaration: funny_func(Tensor x) -> (Tensor)
Cast error details: Unable to cast Python instance to C++ type (compile in debug mode for details)
```

Possible solutions:
1) Make ScriptFunction symbolically traceable. This is likely not tractable and is a special case of the TorchScript->FX lifting conversion path we want to avoid
2) Figure out if these blocks can be weakly scripted. TODO(jamesr66a): figure out if this is still a thing

cc @ezyang