sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Docs source block rendering Material UI Icon as <[object Object] />
Labels: bug,block: source,mui

**Describe the bug**
Docs source block rendering Material UI Icon as <[object Object] />

Related to [#12176](https://github.com/storybookjs/storybook/issues/12176)

**To Reproduce**
[repro repo](https://github.com/victor-grajski/storybook-object-object-repro)

Instructions in readme

**System**
```
System:
    OS: macOS 11.5.2
    CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
  Binaries:
    Node: 14.17.6 - /usr/local/bin/node
    Yarn: 3.0.2 - /usr/local/bin/yarn
    npm: 6.14.15 - /usr/local/bin/npm
  Browsers:
    Chrome: 94.0.4606.81
    Safari: 15.0
  npmPackages:
    @storybook/addon-actions: ^6.4.0-beta.9 => 6.4.0-beta.9 
    @storybook/addon-docs: ^6.4.0-beta.9 => 6.4.0-beta.9 
    @storybook/addon-essentials: ^6.4.0-beta.9 => 6.4.0-beta.9 
    @storybook/addon-links: ^6.4.0-beta.9 => 6.4.0-beta.9 
    @storybook/node-logger: ^6.4.0-beta.9 => 6.4.0-beta.9 
    @storybook/preset-create-react-app: ^3.2.0 => 3.2.0 
    @storybook/react: ^6.4.0-beta.9 => 6.4.0-beta.9 
```

**Additional context**
I'm also getting this error in the console which I believe may be related ```Cannot update a component (`SourceContainer`) while rendering a different component (`storyFn`)```.

I also find it interesting I have to change an argument in order for the source to render as intended rather than the raw source given there's no parameter set.
Repository: godot
Issue: WARNING:The option setting 'android.enableResourceOptimizations=false' is deprecated.
Labels: bug,platform:android,topic:buildsystem,confirmed,topic:export

### Godot version

master and 3.x

### System information

Ubuntu 21.04

### Issue description

As identified in #53610, when compiling for Android, the following warning is raised:
```
WARNING:: The option setting 'android.enableResourceOptimizations=false' is deprecated.
The current default is 'true'.
It will be removed in version 7.0 of the Android Gradle plugin.
```
This has now been postponed until version 8.0 of the Android Gradle plugin. The warning message with Android Gradle plugin v7.0 is:
```
WARNING:The option setting 'android.enableResourceOptimizations=false' is deprecated.
The current default is 'true'.
It will be removed in version 8.0 of the Android Gradle plugin.
```

### Steps to reproduce

Compile Godot for Android and run `./gradlew generateGodotTemplates` as described in the [documentation](https://docs.godotengine.org/en/stable/development/compiling/compiling_for_android.html).

### Minimal reproduction project

_No response_
Repository: godot
Issue: Execution optimizations have been disabled for task ':java:app:mergeDebugJniLibFolders'
Labels: enhancement,platform:android,topic:buildsystem

### Godot version

master and 3.x

### System information

Ubuntu 21.04

### Issue description

With Android Gradle 7.2, the following issue has been identified with the Android Gradle build script:
```
Execution optimizations have been disabled for task ':java:app:mergeDebugJniLibFolders' to ensure correctness due to the following reasons:
  - Gradle detected a problem with the following location: 'platform/android/java/app/libs/debug'. Reason: Task ':java:app:mergeDebugJniLibFolders' uses this output of task ':java:copyDebugAARToAppModule' without declaring an explicit or implicit dependency. This can lead to incorrect results being produced, depending on what order the tasks are executed. Please refer to https://docs.gradle.org/7.2/userguide/validation_problems.html#implicit_dependency for more details about this problem.
Gradle detected a problem with the following location: 'platform/android/java/app/libs/debug'. Reason: Task ':java:app:mergeDebugJniLibFolders' uses this output of task ':java:copyDebugAARToAppModule' without declaring an explicit or implicit dependency. This can lead to incorrect results being produced, depending on what order the tasks are executed. Please refer to https://docs.gradle.org/7.2/userguide/validation_problems.html#implicit_dependency for more details about this problem. This behaviour has been deprecated and is scheduled to be removed in Gradle 8.0. Execution optimizations are disabled to ensure correctness. See https://docs.gradle.org/7.2/userguide/more_about_tasks.html#sec:up_to_date_checks for more details.
```

### Steps to reproduce

Compile Godot for Android and run ./gradlew generateGodotTemplates as described in the [documentation](https://docs.godotengine.org/en/stable/development/compiling/compiling_for_android.html).

### Minimal reproduction project

_No response_
Repository: vscode
Issue: Clicking in empty spaces collapses the active file workspace folder
Labels: bug,file-explorer

In a workspace that contains directories configured in a workspace similar to the JSON example below. Clicking on empty file space, as in space that has no line numbers, collapses the directory hierarchy. For example, clicking on empty space in 

Each directory has an arbitrary number of sub-directories containing files. For example, left-clicking on empty space at the bottom of file 3 will cause the full folder hierarchy to collapse right back up to `My Brilliant Work`.

 - folder0 (alias in workspace - `My Brilliant Work`)
    - child 1
    - child 2
        - file 1
        - file 2
    - child 3
        - file 3
        - file 4

``` JSON
{
    "folders": 
    [
        { "name":"My Great Work", "path": "./../my/folder0"},
        { "name":"My Brilliant Work", "path": "./../my/folder1"},
        { "name":"My Actual Work", "path": "./../my/folder2"},
    ]
}
```

1. In the Explorer, left-click the {{My Brilliant Work}} folder name to expand the child directories.
2. Open a file in one of the child directories
3. At the bottom of the file, where there are no line numbers, left-click
4. Note that the full folder hierarchy collapses to the parent directory defined in the workspace.
Repository: godot
Issue: MeshInstance material next_pass only affects one surface
Labels: bug,topic:rendering,topic:3d

### Godot version

v3.3.4.stable.official [faf3f883d]

### System information

Windows 10, GLES3

### Issue description

If a mesh has multiple surfaces, adding a `next_pass` to each material will only work for one of the surfaces.

The behavior is the same with both the Mesh material (`mesh_instance.mesh.surface_get_material`) and the MeshInstance material (`mesh.get_surface_material`).  Changing the order of surfaces on which you set `next_pass` has no effect.  As far as I can tell, the surface that behaves correctly is the always lowest indexed surface with a non-null `next_pass`; that is, if there are 5 surfaces and I set `next_pass` on surface 2 and 4, then surface 2 will be the one that works.

It seems to be related to the fact that I am using the same material reference everywhere - in the example below, using a different material for the second surface works as expected.

Possibly related to #27647.

![example](https://user-images.githubusercontent.com/7269927/137068378-da378f40-5055-4685-88f4-cf455c49d7ba.png)

### Steps to reproduce

Assuming you have a `MeshInstance` child with multiple surfaces, this should be all you need:
```
var black = SpatialMaterial.new()

func _ready() -> void:
    black.albedo_color = Color.black
    for mat_idx in range($MeshInstance.mesh.get_surface_count()):
        $MeshInstance.mesh.surface_get_material(mat_idx).next_pass = black
```


### Minimal reproduction project

[surface_material_bug.zip](https://github.com/godotengine/godot/files/7334595/surface_material_bug.zip)
Repository: pytorch
Issue: Is there a bug in transposed convolution？
Labels: module: nn,module: convolution,triaged

## 🐛 Bug

When I tried a set of examples of illegal transposed convolution parameters, I found that Pytorch can still output the results normally. 

## To Reproduce

```python3
import torch

N=1
C_in=1
L_in=1
H_in=3
C_out=1
Ksize=2
Pad=0
Dilation=4
Stride=1
OutPad=2

torch_input = torch.randn(N, C_in, L_in, H_in)
torch_input = torch_input.to("cuda")
torch_input.requires_grad = True
torch_m = torch.nn.ConvTranspose2d(in_channels=C_in, out_channels=C_out, kernel_size=Ksize, padding=Pad, stride=Stride,
    output_padding=(OutPad), dilation=Dilation, bias=False)
torch_m.to("cuda")
torch_out = torch_m(torch_input)
print(torch_out)
```


## Expected behavior

The input sequence length is 1, and the kernel_size of 2 is longer than the sequence length, so the expected behavior is that an error will be reported in this case。 


## Environment

- Pytorch 1.9.0

## Additional context

I also tried this example in PaddlePaddle, and the result is: 

```shell
raise ValueError(
ValueError: The size of output_padding should not be greater than stride.But got output_padding=2 and stride=1
```


cc @albanD @mruberry @jbschlosser @walterddr
Repository: flutter
Issue: Render numbers based on context 
Labels: c: new feature,framework,a: internationalization,a: typography,c: proposal,P3,team-framework,triaged-framework

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## Use case

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I am creating multilingual application, I need to render numbers based on context including [Bidirectional text](https://en.wikipedia.org/wiki/Bidirectional_text)

## Proposal

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See https://www.youtube.com/watch?v=zv192HyS04w and https://www.youtube.com/watch?v=VW3oPGvmeZM
Repository: go
Issue: all: pass -march=x86_64-vX to CGo compiler when GOAMD64=vX is set
Labels: NeedsInvestigation

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For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
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### What version of Go are you using (`go version`)?

This only applies to Go 1.18 at the moment because GOAMD64 is WIP.


### What operating system and processor architecture are you using (`go env`)?

x86_64 with v1, v2, v3, v4 using GOAMD64 variable.

### What did you do?

I propose that building using the `GOAMD64=vX` variable set should apply the correct `-march=x86_64-vX` (i.e. `GOAMD64=v3` -> `-march=x86_64-v3`) to the C compiler used for CGo. This allows C-code to also get optimized to use the updated target architecture with newer instructions that are supported for that target. We would need to check that the C-compiler supports these target architectures before potentially applying a target that does not exist (seems like GCC11 and Clang12 are the initial supported versions: https://www.phoronix.com/scan.php?page=news_item&px=GCC-11-x86-64-Feature-Levels).

Related to #45453
Repository: flutter
Issue: [Proposal] First party support for input masks
Labels: a: text input,framework,d: api docs,c: proposal,P2,team-framework,triaged-framework

## Use case

Recently I was looking into adding an input mask to a TextFormField.
Similar to how [Qt does it](https://doc.qt.io/qt-5/qml-qtquick-textinput.html#inputMask-prop).

Example:
An input with mask `00-00`, where `0` allows digits and the `-` separator is 
prefilled at the correct position (index 2 in the text of the controller).
So an empty value would be '-' and not ''.

While looking into implementation options I didn't find anything in the SDK documentation.
I did however come across the following options:

- implementing a `TextInputFormatter` that handles a mask (not sure if this works and/or if this is flexible enough)
- using a package like `extended_masked_text` that provides this through a custom `TextEditingController`
This package does not support having the separators already prefilled.

## Proposal

I'd propose the following:

Add a `TextEditingController` or `TextInputFormatter` that can accept an input mask.
Or introduce a code lab that shows how to do this? (providing it would not be _that_ difficult)
Repository: youtube-dl
Issue: Adding support for website (playlist concatenation)
Labels: question

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## Checklist

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- [ x] I've looked through the README and FAQ for similar questions
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I am was looking to add support for downloading stories from snapchat (pages not public user stories) 
eg: https://story.snapchat.com/p/977d62f4-f1c1-45eb-bf10-63e6e750cd65/1111760915728384

But snapchat for some reason doesn't use .m3u8 or any other manifest files
instead it has a sequencial list of .mp4 files in json format in the webpage I can extract the links but I cant figure out how to make youtube-dl merge  them into a single video file
Repository: rust
Issue: False positive of unreachable code in tuple expressions with side effects 
Labels: A-diagnostics,T-compiler

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=76486608937476e12acbe18e86436b74

```rust
fn main() {
    (println!("Work"), return).1
}
```

The current output is:

```
warning: unreachable expression
 --> src/main.rs:2:5
  |
2 |     (println!("Work"), return).1
  |     ^^^^^^^^^^^^^^^^^^^------^
  |     |                  |
  |     |                  any code following this expression is unreachable
  |     unreachable expression
  |
  = note: `#[warn(unreachable_code)]` on by default

warning: `playground` (bin "playground") generated 1 warning
    Finished dev [unoptimized + debuginfo] target(s) in 2.26s
     Running `target/debug/playground`
```

Since the side effect is actually performed (`Work` in stdout), the warning is not appropriate here.
Repository: neovim
Issue: Add omni completion flag to 'complete' option
Labels: enhancement,has:plan,needs:vim-patch,completion

### Feature already in Vim?

No

### Feature description

`complete` is an option that specifies how ins-completion works in vim, more precisely the places that are going to be scanned when `CTRL-N` and `CTRL-P` are used.  The lsp omnifunc (`vim.lsp.omnifunc`) added in 0.5 works really well for people who prefer the builtin completion. My proposal is to add another flag (`set complete+=o`), that would allow the user to receive the omnifunc completion items directly when pressing `CTRL-N` and `CTRL-P`, so that you wouldn't need to press `CTRL-X CTRL-O`. There is already similar support for scanning tags through the "t" or "]" flags.

I tried to add the feature myself, but I gave up as I could not get the completion to work as expected with `set complete=o`. 
I've also identified one place where changes could be required ([here](https://github.com/neovim/neovim/blob/33e79237bc003e8d6d556bf1b6a6e292bb8945e5/src/nvim/edit.c#L4154)). It would be helpful if someone with more experience with the builtin completion could chime in.
### Proposal
1. Omnifunc flag for `complete` option (use case: `set complete=o`, `set complete+=o`)
Repository: flutter
Issue: [Proposal] Add support for automatically switching text input to `RTL` or `LTR` based on first character typed
Labels: a: text input,c: new feature,framework,a: internationalization,c: proposal,P3,team-framework,triaged-framework

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## Use case

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In multilingual text fields, Bidirectional text input is automatically recognised. For example, typing `ب ` as the first character in `Whatsapp` places the cursor the right side and typing `b` as the first, places the cursor at the left side. That is it automatically detects the language and makes the text input appropriate, whether it is an `RTL` or `LTR` language.

## Proposal

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I think flutter must detect bidirectional text input out of the box, no matter what is the current `Directionality.of(context)`. The same behaviour stated above should be exhibited in flutter textfields.
Repository: godot
Issue: GLES2 cull_disabled does not orient surface normals towards the light
Labels: bug,topic:rendering,topic:3d

### Godot version

3.3.3.stable

### System information

GLES2, Linux and Android Quest2 VR 

### Issue description

I have zero thickness walls (with "cull_disabled" to see both sides) with a SpotLight near the Camera.

This does properly show the "albedo_texture" on the back-faces, and gives a washed out appearance (as if only the ambient light is active).

Lower square in left image is when the MeshInstance faces towards the camera (and the light), 
Lower square in right image is when the MeshInstance faces away from the camera (and the light), 

![image](https://user-images.githubusercontent.com/677254/137114006-f4b94e12-290c-4692-8f13-af381578969e.png) ![image](https://user-images.githubusercontent.com/677254/137114082-62ba8636-b083-4e83-b1e9-c01a47a1a8ea.png)

The upper square is the result of playing with the shader code, by inverting the NORMAL vector, like so:

```Shader
void vertex() {
	UV=UV*uv1_scale.xy+uv1_offset.xy;
	UV*=2.0;
	NORMAL = -NORMAL;
}
```

The result is that the square is bright on its back-face and dark on the front-face.

There is a `light()` function that can be used in the shader code, although it is not given to you by the "Convert to ShaderMaterial" option, and there are few clues about what its default code is.  

I think when the `light()` function is not defined it is controlled by `render_mode` values such as `diffuse_burley`, `specular_schlick_ggx`.  

It is not known whether a custom `light()` function would always lack the performance of these preset render_modes.

The one example of a custom light function [given in the docs](https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/spatial_shader.html#light-built-ins) is:
```Shader
void light() {    
	DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * ALBEDO; 
}
```
Clearly this will give 0.0 whenever the NORMAL and the LIGHT point in opposite directions.

One way to fix this is to wrap an `abs()` around the `dot()` function so that the dot product is always positive.

The GLES3 renderer doesn't have this problem, but it does not appear that it is fixed with an `abs()` function.  Instead, it looks like it inverts the NORMAL of a mesh when the backface is facing to the camera, since my inverted normal vertex shader (used on the top square) shows up dark on both sides.

It is hard to know where to look for these technical rendering details so I can work with them instead of against them.

I am using GLES2 because I am developing for the Quest2 VR, which isn't powerful enough to run GLES3

### Steps to reproduce

Example below has an animation player to spin the mesh instance squares in view of the light and the camera

### Minimal reproduction project

[gles2lightbug.zip](https://github.com/godotengine/godot/files/7337449/gles2lightbug.zip)
Repository: storybook
Issue: Hide controls for Ref<> types
Labels: feature request,addon: controls,needs triage

**Is your feature request related to a problem? Please describe**
I noticed that there is no applicable context to provide any control for React refs.

Here what happens https://gyazo.com/03651369504344506998255daa7a375b when you try to use such controls.

Here is a [branch](https://github.com/pahan35/storybook-repro/tree/button-ref) in repo where you can reproduce it. 

**Describe the solution you'd like**
It would be great to disable controls for such elements in table. And it's easy to do in the same manner as you did it for functions.

**Describe alternatives you've considered**
As a workaround, we manually disable ref controls for each component, but it produces boilerplates, which can be easily omitted by proposed feature.

**Are you able to assist to bring the feature to reality?**
yes, I can... Just let me know that you need it.