sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Bug]: No `ArgTypes` when creating stories for components from `node_modules`
Labels: bug,needs triage

### Describe the bug

When creating stories for a component from a dependency (e.g. `@mui/material`) the prop table results in an empty table. I'm using `@mui/material` for the example and reproduction as the repositories are private.

Our use case is that we have a repo using storybook where we install our component library as dependency and write stories for those in there.

## Stories

```js
import { Button } from "@mui/material";

export default {
  title: "Example/MuiButton",
  component: Button,
};

export const Primary = {
  args: {
    color: "primary",
    children: "Button",
  },
};
// ...more stories
```

## MDX

```mdx
import { Meta, Canvas, ArgTypes } from "@storybook/blocks";
import { Button } from "@mui/material";
import * as stories from "./MuiButton.stories.js";

# MuiButton

<Meta of={stories} />

<Canvas of={stories.Primary} />
<Canvas of={stories.Secondary} />
<Canvas of={stories.Large} />
<Canvas of={stories.Small} />

<ArgTypes of={stories} />
```

## Screenshot

<img width="1446" alt="Screen Shot 2023-06-13 at 1 20 50 PM" src="https://github.com/storybookjs/storybook/assets/91922543/852cb777-da2f-4953-8612-381b6b0812eb">


We were able to go around this on storybook `6.5` by doing some `webpackFinal` config tweaks but we haven't been able to do this on storybook `7`.


The webpack tweak looked like this 
```js
    webpackFinal: async (config) => {
        config.module.rules[0].exclude = {
            and: [path.resolve(path.join(__dirname, '..', 'node_modules'))],
            // Exclude the following from the exclusion
            not: [
                path.resolve(path.join(__dirname, '..', 'node_modules', 'component-library')),
            ]
        }
        return config;
    }
```

Is there a way to still do this? And is there a way of doing this with vite?

### To Reproduce

repo url: https://github.com/andoArbST/storybook-argtypes-repro

1. `git clone https://github.com/andoArbST/storybook-argtypes-repro.git`
2. `yarn && yarn storybook`
3.  navigate to `http://localhost:6006/?path=/docs/example-muibutton--docs`

### System

```shell
Environment Info:

  System:
    OS: macOS 12.6.3
    CPU: (12) x64 Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
  Binaries:
    Node: 18.14.0 - ~/Library/Caches/fnm_multishells/4113_1686605416456/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 9.3.1 - ~/Library/Caches/fnm_multishells/4113_1686605416456/bin/npm
  npmPackages:
    @storybook/addon-essentials: ^7.0.6 => 7.0.6
    @storybook/addon-interactions: ^7.0.6 => 7.0.6
    @storybook/addon-links: ^7.0.6 => 7.0.6
    @storybook/blocks: ^7.0.6 => 7.0.6
    @storybook/jest: ^0.1.0 => 0.1.0
    @storybook/react: ^7.0.6 => 7.0.6
    @storybook/react-vite: ^7.0.6 => 7.0.6
    @storybook/testing-library: ^0.0.14-next.2 => 0.0.14-next.2
```


### Additional context

_No response_
Repository: pytorch
Issue: Document CI retry rules
Labels: triaged,module: devx

With all the recent changes w.r.t retrying to harden PyTorch CI, we need to create a wiki page to document all these mechanisms.  The tentative list includes:

* Individual test case retry (flaky bot)
* Retry test file
* Retry on workflow steps (using GHA)
* Retry the job itself (retry bot)

In addition, we also want to gather data points to answer the following questions

* How much resource do we spend on retrying these cases?
* And a rough estimation on how frequently people manually retry stuffs on their PR to get green signals or to debug flaky issue


cc @ZainRizvi @kit1980 @clee2000
Repository: youtube-dl
Issue: Add Support for Pluralsight's courseId parameterized URLs
Labels: site-update-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->
The new Pluralsight URL with courseId passed as parameters is not supported in youtube-dl.

URL Pattern I tried with: pluralsight-dot-com/course-player?courseId={36 character guid}
When tried, it says, "ERROR: Unsupported URL"


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Search the bugtracker for similar site feature requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [Yes] I'm reporting a site feature request
- [Yes] I've verified that I'm running youtube-dl version **2021.12.17**
- [Yes] I've searched the bugtracker for similar site feature requests including closed ones


## Description

<!--
Provide an explanation of your site feature request in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
-->

The new Pluralsight URL with courseId passed as parameters is not supported in youtube-dl.

URL Pattern: app-dot-pluralsight-dot-com/course-player?courseId={36 character guid}

Here is the sample command I tried with:

youtube-dl.exe --download-archive archive.txt --cookies cookies.txt -o "C:\My_Output_Directory\%(playlist_index)s - %(title)s.%(ext)s" https://app_dot_plural_sight_dot_com/course-player?courseId=x1y2z3a4b5c6d7e8 --all-subs --no-check-certificate --username my_username@xyz.com --password myPassword

When tried, it says, "ERROR: Unsupported URL: https://app.plural_sight_com/course-player?courseId=x1y2z3a4b5c6d7e8

Could you please add it?

The same issue was reported here : https://github.com/ytdl-org/youtube-dl/issues/23311
Repository: pytorch
Issue: No backward implementation for `torch._native_multi_head_attention`
Labels: module: nn,triaged

### 🚀 The feature, motivation and pitch

There is a forward implementation for `torch._native_multi_head_attention` but no coressponded backward implementation. So use torch to realize training MHA, we need to use small ops to compose it or use `torch.nn.MultiHeadAttention`. 

### Alternatives

* Small ops like linear/bmm to compose MHA.
* `torch.nn.MultiHeadAttention`

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki @drisspg
Repository: flutter
Issue: Fetch API cannot load file:///xxxxx/assets/FontManifest.json. URL scheme “file” is not supported  (on android device)
Labels: c: regression,engine,a: assets,d: stackoverflow,platform-web,P3,team-web,triaged-web

### 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)

### Steps to reproduce

1. run flutter build web.
2. copy build/web dir to android phone.
3. use a webview load web/index.html

### Expected results

show the main.dart screen.

### Actual results

inspect the device,  found error "Fetch API cannot load file:///xxx/assets/FontManifest.json. URL scheme “file” is not supported"
& blank screen.

build web under flutter 3.7.0 everything is ok.
flutter 3.10.x error & not work.

### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: godot
Issue: All export variables from script are set to a random value whenever Super class changes
Labels: bug,topic:gdscript

### Godot version

4.0.3.stable

### System information

Fedora Linux 38

### Issue description

In my game, I have different levels of inheritance:

- Entity
   -   Character
       -    Player
 
Sometimes, when I change a signal from the Entity class, aside from having to reload the project because the editor does not recognize the change, for some reason, it's possible that all export variables are set to a random value, like in the following screenshot:
![Bug](https://github.com/godotengine/godot/assets/85042318/da80ee9e-53eb-4ad2-8949-97c1a5973754)
(Look at the Inspector on the right)

![NormalProperties](https://github.com/godotengine/godot/assets/85042318/a9b23271-3e2a-4b26-b8a9-79042a531d3c)
(This is how the default properties are)

I'm pretty sure that I never changed all of these properties, so my guess it's that it's a bug. But I usually notice when this happens because I get errors while trying to run the game. As the variables have not been initalized (Seems to try to use them before _ready()?)

It is usually fixed by removing and re-adding the scene, or resetting all the values. But it is very annoying and confusing when that happens.

### Steps to reproduce

Make a custom class (Class A). With custom signals
Make another class that inherits from Class A
Rename the signals from Class A
The inspector might have overridden the export variables you had

### Minimal reproduction project

N/A
Repository: vscode
Issue: Manual linked editing doesn't seem to work
Labels: bug,editor-synced-region


Type: <b>Bug</b>

1. With linked editing off
1. In a html file, put your cursor on an opening tag
1. Run the `Start linked editing` command

**bug**
The linked editing ranges show but typing doesn't update the closing tag

VS Code version: Code - Insiders 1.80.0-insider (Universal) (ef6abe4cd1573689d070b8715e97019cfadaeb51, 2023-06-12T05:25:17.588Z)
OS version: Darwin x64 22.5.0
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz (16 x 2400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<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: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|3, 2, 2|
|Memory (System)|32.00GB (0.03GB free)|
|Process Argv|--crash-reporter-id 48781ca2-1705-4f64-9bab-325055aab55d|
|Screen Reader|no|
|VM|0%|
</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: DISABLED test_streaming_backwards_sync (__main__.TestCuda)
Labels: module: cuda,triaged,module: flaky-tests,skipped

Platforms: rocm, linux



This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_streaming_backwards_sync&suite=TestCuda) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/14208052987).

Over the past 3 hours, it has been determined flaky in 4 workflow(s) with 4 failures and 4 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_streaming_backwards_sync`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_cuda.py`

ConnectionTimeoutError: Connect timeout for 5000ms, GET https://raw.githubusercontent.com/pytorch/pytorch/main/test/test_cuda.py -2 (connected: false, keepalive socket: false, socketHandledRequests: 1, socketHandledResponses: 0)
headers: {}

cc @ptrblck
Repository: pytorch
Issue: DISABLED test_mem_get_info (__main__.TestCuda)
Labels: module: cuda,triaged,module: flaky-tests,skipped

Platforms: rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_mem_get_info&suite=TestCuda) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/14208052987).

Over the past 3 hours, it has been determined flaky in 4 workflow(s) with 4 failures and 4 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_mem_get_info`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `test_cuda.py`

ConnectionTimeoutError: Connect timeout for 5000ms, GET https://raw.githubusercontent.com/pytorch/pytorch/main/test/test_cuda.py -2 (connected: false, keepalive socket: false, socketHandledRequests: 1, socketHandledResponses: 0)
headers: {}

cc @ptrblck
Repository: next.js
Issue: [NEXT-1296] Multi-file CSS import in layout.js is unpredictable
Labels: linear: next,CSS

### 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: arm64
      Version: Darwin Kernel Version 22.5.0: Mon Apr 24 20:53:44 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T8103
    Binaries:
      Node: 20.2.0
      npm: 9.6.6
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.4.6-canary.0
      eslint-config-next: 13.4.5
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.3
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/nabtron/nextjs-css-sequence-bug-01

### To Reproduce

Deploy this code on vercel. 
Works fine on first deploy.
Then make a small change (add a semicolon or remove it in layout.js on any line).
wait for auto redeploy
The last css file goes missing.
check here: https://nextjs-css-sequence-bug-01.vercel.app/

I saw similar error in another project where the sequence of the css files is auto changed by nextjs too.

### Describe the Bug

The css handing of multiple files linked in layout.js (in same directory) is buggy in production mode (works fine in dev mode)

The added repo link is new and clean nextjs project with only multiple css files added.

Sometimes it misses the last file, sometimes it changes their sequence. 

Also, how can we ensure the sequence of css files? 

### Expected Behavior

Files should load in their own sequence. 

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

on vercel.org

<sub>[NEXT-1296](https://linear.app/vercel/issue/NEXT-1296/multi-file-css-import-in-layoutjs-is-unpredictable)</sub>
Repository: godot
Issue: Static variables are not inspectable in the debugger.
Labels: bug,topic:gdscript,topic:editor,usability

### Godot version

 4.1 beta 1

### System information

Godot v4.1.beta1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 31.0.15.3141) - AMD Ryzen 7 4800H with Radeon Graphics (16 Threads)

### Issue description

At runtime, static variables are not inspectable.

They do not show in the "filter variables" - because they are not considered locals.

If you inspect a class that has static variables, they do not show there either - it lists members and consts, but not statics. It seems the inspector needs a new pane called "statics"

In addition, you cannot hover over the variable in your code and see a popup showing the value - it never pops up, even though other variables do.

And finally they do not show up in code completion either! If you are working in the script that defines them, yes they are visible.
But if you try to use them from a script outside the class definition...they are not visible, BUT THEY STILL WORK!

Ie code completion will not work, but if you ignore it and type it from memory, the code compiles without error and works.




### Steps to reproduce

Include a static variable in a class. 

You will be unable to inspect the value at runtime, and it will not be visible in the inspector for that class.

### Minimal reproduction project

N/A
Repository: three.js
Issue: Post Processing: Use the pmdrs postprocessing library in examples 
Labels: Suggestion

### Description

I'm answering the call of @mrdoob on Twitter ! 
![Twitter message from mrdoob on this topic](https://github.com/mrdoob/three.js/assets/18304870/8b1f2736-cc88-4286-8101-67c4ea0b5c52)

We'd like to update the old examples on postprocessing using the library https://github.com/pmndrs/postprocessing

### Solution

I began to work on the first example I've seen:
![First postprocessing example done](https://github.com/mrdoob/three.js/assets/18304870/fbed7c91-a924-4f67-ad23-95ef83084c0d)

It is using the postprocessing library from pmdrs.


### Alternatives

I'm not sure alternatives apply here.

### Additional context

_No response_
Repository: neovim
Issue: defaults (XDG): store stdpath('config') in %APPDATA%/nvim
Labels: enhancement,defaults,platform:windows

### Problem

Currently neovim uses `%LOCALAPPDATA%\nvim` on Windows as it's config directory with `%LOCALAPPDATA%\nvim-data` being used as it's data directory. 

I think `%LOCALAPPDATA%` is where we should store data files so neovim using that for data is fine. However storing config there seems a little odd.

`AppData\Local` and `AppData\LocalLow` are both designed to be kept local to that computer. Whereas `AppData\Roaming` is designed to support being synced to a server. Meaning that in a situation where a user might move around computers the local folders wouldn't follow them but the roaming folder would.

[Which AppData folder to use?](https://www.thewindowsclub.com/local-localnow-roaming-folders-windows-10)

### Expected behavior

Storing neovim's config inside `%APPDATA%` would allow for neovim configs to follow users across machines (in environments that have roaming profiles). As an added bonus `%LOCALAPPDATA%\nvim-data` could then be renamed to just `%LOCALAPPDATA%\nvim` but that is more a personal preference.
Repository: PowerToys
Issue: 添加桌面文件预览
Labels: Needs-Triage

### Description of the new feature / enhancement

目前的版本已经实现资源管理窗口的文件预览功能了，要是能实现在桌面敲击快捷键打开文件预览就好了
![image](https://github.com/microsoft/PowerToys/assets/120547209/a4e075d0-96fc-4c39-b5a6-f96d7975acf0)


### Scenario when this would be used?

桌面使用快捷预览文件

### Supporting information

_No response_
Repository: transformers
Issue: Add SPTSv2
Labels: New model

### Model description

SPTSv2 is the latest SOTA text spotting model from Bytedance. Given that we already support DETR, should be a breeze to support this model as well.

SPTSv2 is an improvement over the first version: https://github.com/shannanyinxiang/SPTS.

### Open source status

- [X] The model implementation is available
- [X] The model weights are available

### Provide useful links for the implementation

https://github.com/bytedance/SPTSv2
Repository: pytorch
Issue: ERROR:torch.distributed.elastic.multiprocessing.api:failed (exitcode: 1) local_rank: 0 (pid: 6047) of binary: /home/win10-ubuntu/anaconda3/envs/vicuna-7b/bin/python
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

![image](https://github.com/pytorch/pytorch/assets/39661319/0b4f213d-6022-4873-a40a-b5cf4825ed18)


### Versions

Fine-tune vicuna-7b error
Fine-tuning commands：
![image](https://github.com/pytorch/pytorch/assets/39661319/8151b496-0bc6-4995-b39f-3c32857cce6c)
But I got an error：
![image](https://github.com/pytorch/pytorch/assets/39661319/4b0ec6e9-06a2-42cf-b0b3-c49770d2dbab)


cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: godot
Issue: Skeletal 2D Culling Polygon Rects in Godot 4
Labels: bug,topic:core,topic:2d

### Godot version

4.0.2

### System information

Windows 10

### Issue description

https://github.com/godotengine/godot/assets/42735252/5f02e001-e34c-45a5-9cb5-8cd9fb99648f
Attachment is a quick video of the culling happening in Godot 4.
I'm having issues similar to an old bug that was closed in November for 3.x and was told to report it for version 4: https://github.com/godotengine/godot/issues/35726


Essentially when the referenced polygon node exits the viewport, it culls the polygon even when attached to a Skeletal 2D.

I read some people were able to work around the glitch with something similar to:
```
@tool
extends Node2D

func _process(delta):
	var poly = $"."
	for p in poly.get_children():
		var custom_rect:Rect2 = Rect2(Vector2(5000,5000),Vector2(5000,5000))
		RenderingServer.canvas_item_set_custom_rect(get_canvas_item(), true, custom_rect)
#		print(custom_rect)
```
in order to fix it, but nothing I seem to do works. Has anyone had any luck with this issue in Godot 4? It's making animating a little tedious when they keep poofing on me.

### Steps to reproduce

Repository Available At: https://github.com/GeekzGamingz/MoW

Playing the animation while zoomed in will cull polygons as they exit the viewport from their origin.

### Minimal reproduction project

[Monsters of War.zip](https://github.com/godotengine/godot/files/11733721/Monsters.of.War.zip)
Repository: go
Issue: net/http: server may open an unlimited number of file descriptors without program control
Labels: NeedsInvestigation

https://cs.opensource.google/go/go/+/refs/tags/go1.19.3:src/net/http/server.go;l=2451

The processing code writes a response to the http socket before exposing the request and path to a closure available by the http module.

This allows anyone to open an extreme number of file descriptors on a linux system and other operating systems that use that construct (tcp stack) for handling timeouts **without being able to log it.**