sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [Select][material-ui] Disabled Menuitem, disables nested Tooltip within Select
Labels: bug 🐛,component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1.
2.
3.


### Current behavior 😯

I have a Select component with nested options. When one of the `MenuItem`s is disabled, it also disables the `Tooltip` that I would like to render only when the MenuItem is disabled. Currently, when the mouse hover's over the disabled selection, no Tooltip is shown.

```javascript
  <Select
        label="Sort......."
        value={sort}
        onChange={handleSortChange}
      >
//...
        <MenuItem
          value="priceAscending"
          disabled={!hasStartLocation}
        >
          <SortTooltip
            title="select starting location for price sort"
            disabled={hasStartLocation}
          >
            Price: Low to High
          </SortTooltip>
        </MenuItem>

        <MenuItem
          value="priceDescending"
          disabled={!hasStartLocation}
        >
          <SortTooltip
            title="select starting location for price sort"
            disabled={hasStartLocation}
          >
            Price: High to Low
          </SortTooltip>
        </MenuItem>
//...
      </Select>
      
      function SortTooltip({ title = '', children, sx, disabled = false, ...rest }) {
  return (
    <Tooltip
      title={title}
      arrow
      followCursor
      TransitionComponent={Zoom}
      placement="left"
      disableFocusListener={disabled}
      disableHoverListener={disabled}
      disableInteractive={disabled}
      disableTouchListener={disabled}
      sx={{ ...sx }}
      {...rest}
    >
      <span>{children}</span>
    </Tooltip>
  );
}

```



### Expected behavior 🤔

The idea is when an option is disabled, a Tooltip pops up to show the user how to interact with the Select Menuitem

### Context 🔦

_No response_

### Your environment 🌎

attempted running `npx @mui/envinfo` and returned this error 

```
npm ERR! code ENOENT
npm ERR! syscall lstat
npm ERR! path /Users/Kirill/Documents/VSCode
npm ERR! errno -2
npm ERR! enoent ENOENT: no such file or directory, lstat '/Users/Kirill/Documents/VSCode'
npm ERR! enoent This is related to npm not being able to find a file.
npm ERR! enoent```

npm ERR! A complete log of this run can be found in:
npm ERR!     /Users/Kirill/.npm/_logs/2023-03-19T22_14_49_104Z-debug-0.log

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: TypeScript
Issue: Improve string split return type of first array index
Labels: Suggestion,Awaiting More Feedback

# lib Update Request

Please, consider improving user experience for `"".split(...)` in cases when string literal is passed, which I believe most users do e.g. `split(' ')` or `split('\n')`

<!--
  Please fill in each section completely. Thank you!

  Are you here for one of these commonly-requested lib changes?
    * Object.keys - see https://stackoverflow.com/questions/55012174/
    * Array methods - see https://github.com/microsoft/TypeScript/issues/36554
    * parseInt, parseFloat, isFinite, isNaN, etc. - see https://github.com/microsoft/TypeScript/issues/4002

  The DOM lib is maintained elsewhere and you can skip a step by filing issues/PRs for the DOM at that repo.
  See https://github.com/microsoft/TypeScript-DOM-lib-generator
-->

## Configuration Check

<!--
  If you're missing common new methods like Array.includes, you may have a misconfigured project.
  Try setting `lib: "es2020"` and checking whether the type you want is present.
  You can diagnose further by running `tsc` with `--listFilesOnly` or `--showConfig`.

  Conversely, if you are seeing built-in methods you expect to *not* see, check your 'lib' setting
  or review your dependencies for lib/reference directives that might be polluting
  your global scope. This is common when using the 'node' type library. See https://github.com/microsoft/TypeScript/issues/40184

  Replace the text below:
-->
My compilation *target* is `ES2015` and my *lib* is `the default`.

## Missing / Incorrect Definition

https://github.com/microsoft/TypeScript/blob/b70784ef8f3ba3fd21750b9acf275dd7edcc7fe7/src/lib/es5.d.ts#L460

Essentially duplicate of https://github.com/microsoft/TypeScript/issues/49635, but with https://github.com/microsoft/TypeScript/issues/49635#issuecomment-1163047914 handled:

```ts
split<T extends string | RegExp>(separator: T, limit?: number): T extends `${string}${infer U}` ? [string, ...string[]] : string[];
```

And this should added to param JSDoc then: ``Only passing `""` and `new RegExp("")` values can result in returning an empty array.``

## Sample Code
 
This is super inconvenient when used with destructure:

```ts
const [firstLine, ...restLine] = str.split('\n')
// firstLine is possibly undefined, need add exclamation marks everywhere or `as [string, ...string]` above
```

I also wanted to do the same for when regexp literal is passed e.g. `split(/\n\r?/)` as only `split(new RegExp(''))` can result in empty array (if I'm not mistaken), which I believe no one does, but the literal value can't be captured anyway

## Documentation Link

https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/split#description (note)

P.S. I remembered of this issue after https://github.com/microsoft/TypeScript/pull/49682, which significantly improved type-checking experience by using less exclamation marks
Repository: pytorch
Issue: nn.Conv function to compute conv formula
Labels: module: docs,module: nn,triaged,actionable

### 🚀 The feature, motivation and pitch

When there is a `nn.Linear` after a `nn.ConvXd`, something like the below:

```python
nn.Sequential(
    nn.ConvXd(...),  # E.g. 2d or 3d
    nn.Flatten(),
    nn.Linear(input_shape, ...)  # Requires knowing the Conv equation
)
```

One has to think about the Conv equation ([image source](https://pytorch.org/docs/1.13/generated/torch.nn.Conv3d.html#torch.nn.Conv3d)):

> ![conv3d equation](https://user-images.githubusercontent.com/8990777/226217387-6dd1951e-c332-4098-853d-672df5ee0ab5.png)

On many different school projects, I find myself re-implementing this equation.  It would be really useful if `torch` had a free function that could be `import`ed to accomplish this.

It would be well tested and just be a handy way to enable DRY model code with `torch`'s `Conv` layers.

Would `torch` be open to having a free function contributed for this?  It could be a part of `nn` or `nn.functional`.

### Alternatives

Here is my current best function for this:

```python
def conv_conversion(
    in_shape: tuple[int, ...],
    kernel_size: int | tuple[int, ...],
    padding: int | tuple[int, ...] = 0,
    dilation: int | tuple[int, ...] = 1,
    stride: int | tuple[int, ...] = 1,
) -> tuple[int, ...]:
    """Perform a Conv layer calculation matching nn.Conv's defaults."""

    def to_tuple(value: int | tuple[int, ...]) -> tuple[int, ...]:
        return (value,) * len(in_shape) if isinstance(value, int) else value

    k, p = to_tuple(kernel_size), to_tuple(padding)
    dil, s = to_tuple(dilation), to_tuple(stride)
    return tuple(
        int((in_shape[i] + 2 * p[i] - dil[i] * (k[i] - 1) - 1) / s[i] + 1)
        for i in range(len(in_shape))
    )
```

I would like to gather feedback on how it can be further generalized, and then write some unit tests for it.

Cheers!

### Additional context

_No response_

cc @svekars @carljparker @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: godot
Issue: Bezier animation tracks for ShaderScript `source_color` parameter types no longer work for any other `source_color` shader parameter besides one within StandardMaterial3D in 4.0.
Labels: bug,topic:editor,topic:shaders

### Godot version

4.0

### System information

Windows 10

### Issue description

You can no longer use bezier curve tracks for `hint_color` (now `source_color` in 4.0) shader parameters in most cases unless you follow these operations:

- create a new `StandardMaterial3D`
- convert it to a `ShaderMaterial`

Now, in the shaderscript, you will have one `source_color` parameter which supports bezier curve tracks in your animations:
```c++
//this one
uniform vec4 albedo : source_color;
```

That's the only way , and the parameter must stay named "albedo".
Any other `source_color` parameters do not support bezier curve tracks.
Creating a new shadermaterial and adding `uniform vec4 albedo : source_color;` to it does nothing to enable bezier curve tracks either.

This is very arbitrary and limiting. This was also not an issue in 3.5.


### Steps to reproduce

- create a `MeshInstance3D` node.
- add a new shadermaterial to that node.
- add a new shaderscript to the material.
- add `uniform vec4 my_albedo : source_color;` to that shaderscript.
- create a new `AnimationPlayer` node and a new animation within it.
- using the animation player, try adding new animation track to it by selecting the key button next to your `my_albedo` shader parameter in the meshinstance node. 

You will see that the "use bezier curves" checkbox does not appear.



### Minimal reproduction project

N/A
Repository: godot
Issue: Script variables selectable when adding animation track but key values not editable
Labels: bug,topic:editor,topic:animation

### Godot version

godot 4 - e01b82857

### System information

Arch Linux, Mesa Intel® UHD Graphics (CML GT2), Vulkan Forward+

### Issue description

Animation tracks can be added pointing to unexported script variables, however their keys can not be edited in the inspector when selected. They can't be animated.


### Steps to reproduce

- add a script to a node
- add a typed variable to that script (do not export the variable)
- add an animation player and a new animation
- select 'add track' -> 'property track'
- select the node that the script was attached to
- select the unexported typed variable
- right click in the new track and select 'insert key'
- click on the new key to select it
- the property inspector shows the new key, however there is no value field to edit
- if you now edit the script to export the variable there will be a value field when selecting the key

### Minimal reproduction project

N/A
Repository: godot
Issue: Unshaded materials don't compensate for autoexposure, only manual exposure
Labels: bug,topic:rendering,topic:editor,confirmed,topic:3d

### Godot version

4.0 Stable

### System information

Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x

### Issue description

The 3D gizmo becomes too bright when Auto Exposure is used via a Camera Attributes Practical/Physical resource and the brightness of the scene is low (interior lighting or moonlight). This washes out the colours of the gizmo's axis into white and interferes with scene legibility when Glow is enabled.
This doesn't occur when the ISO exposure slider is used to bring the scene up to a similar exposure as it would be when Auto Exposure is enabled.

![GizmoExposureBug](https://user-images.githubusercontent.com/70243134/226227155-e8c73791-a4fe-4403-af7c-d099d3062007.jpg)


### Steps to reproduce

- Set lights to dim physical values (1000 lux for example)
- Add a Camera Attribute Practical/Physical to the World Environment node
- Turn on Auto Exposure

Scene with all appropriate values already provided in the MPR.

### Minimal reproduction project

[Overexposed_Gizmo.zip](https://github.com/godotengine/godot/files/11012961/Overexposed_Gizmo.zip)
Repository: godot
Issue: TextureRect ExpandMode enums are defined as the opposite of what they intuitively do
Labels: discussion,topic:gui

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

Some simple controls in an hbox container:

**_Fit Width_** scales the image to match the control's **height**. 
![image](https://user-images.githubusercontent.com/3486898/226223047-9d714cc9-07dc-4633-999e-6908b728a532.png)

**_Fit Height_** turns the image into a sliver with no **width**.
![image](https://user-images.githubusercontent.com/3486898/226223131-e26166d4-7a1a-482f-a028-cc7cf162f9b1.png)

The documentation does specify that each mode is meant to be inside a particular type of container (providing inapplicable options might be a separate issue) however the documentation seems also to conflict with the names:

EXPAND_FIT_WIDTH = 2
The height of the texture will be ignored. Minimum width will be equal to the current height. Useful for horizontal layouts, e.g. inside HBoxContainer.

EXPAND_FIT_HEIGHT = 4
The width of the texture will be ignored. Minimum height will be equal to the current width. Useful for vertical layouts, e.g. inside VBoxContainer.



I'm going to focus on the **_Fit Width_** property but the same logic applies to the other. The description in the docs states: "Minimum width will be equal to the current height" -- I interpret this as fitting the image to match the current **_height_** of the container, which is indeed what it does. The image is being scaled to fit the height. The height of the control determines the size of the image. 

I understand that the width property of the source image is used in the size calculations, and that may have contributed to the name -- but to an **end user**, this makes no sense; the size of the original image is irrelevant, they don't care how big it originally was, they want it to fit inside the container.

The _image_ is being _scaled to **fit**_ the **_height_** of it's _container_.

These enums in my should clearly be swapped (along with their height_proportional variations) based on their descriptions and the actual results from their behavior. I see this as a usability issue (albeit a small one -- but it still gets under my skin). 

### Steps to reproduce

Not applicable

### Minimal reproduction project

Not applicable
Repository: godot
Issue: Editor crashes for no reason
Labels: bug,topic:editor,needs testing,topic:dotnet,crash

### Godot version

4.0-stable

### System information

Windows 10

### Issue description

Crashes randomly for no obvious reasons. The most likely when I stop the game
Logs from `%appdata%/Godot/app_userdata/<Project>` are as useless as that:
```
Godot Engine v4.0.stable.mono.official.92bee43ad - https://godotengine.org
Vulkan API 1.3.236 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1060 6GB
 
200
```

### Steps to reproduce

No clear steps known to me

### Minimal reproduction project

I can't send you my project. Tell me where to find more useful logs or how to track the issue down myself
Repository: stable-diffusion-webui
Issue: [Bug]: Couldnt lainch python, exit Code 3.
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?

This is a Windows 10 64-bit. This error keeps poping up whenever I tried to load the .bat file for the first time. I tried

- Removing the spaces in between the folders the stable-diffusion-webui is stored within

- Running the .bat using Admin privilages

But these just didn't work! Is there any way I can fix this error?

### Steps to reproduce the problem

Just start up program webui-user.bat

### What should have happened?

The .bat would have loaded up normally and began downloading all the essentials

### Commit where the problem happens

cmd

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

_No response_

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

_No response_

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
Couldn't launch python

exit code: 3

stderr:
The system cannot find the specified path.

Launch unsuccessful. Exiting.
Press any key to continue . . .
```


### Additional information

_No response_
Repository: ant-design
Issue: When I used the screen reader software JAWS, I didn't want to press the up or down key to open the drop-down option directly. I wanted to press the "enter" key to open it
Labels: Inactive

### Reproduction link

[https://ant.design/components/select-cn](https://ant.design/components/select-cn)

### Steps to reproduce

none

### What is expected?

When I used the screen reader software JAWS, I didn't want to press the up or down key to open the drop-down option directly.

### What is actually happening?

 I wanted to press the "enter" key to open it

| Environment | Info |
| --- | --- |
| antd | 5.3.1 |
| React | Select |
| System | all |
| Browser | all |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: angular
Issue: binding classes for component activated by router-outlet
Labels: feature,area: router,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

router

### Description

For an Angular UI library like [Clarity](https://clarity.design/), regarding the [application layout](https://clarity.design/documentation/app-layout), `.content-container` class is required for the top level route components.

I'd like to propose a feature request about _binding classes for component activated by `router-outlet`_.


### Proposed solution

Add an `@Input() componentClass = ''` to `router-outlet` directive.

Aafter `this.activated` is initialized, add the classes to the created or attached component as following:

```typescript
  this.activated.location.nativeElement.classList.add(...this.componentClass.split(' '));
```

### Alternatives considered

Currently, as mentioned above, for each route component, the following codes should be added in the `@Component` metadata:

```
  host:  {
    '[class.content-container]': 'true',
  },
```

Adding `componentClass` to router-outlet solves it more directly and concisely.
Repository: PowerToys
Issue: FancyZones: Allow keyboard shortcut to select a pre-defined layout
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

FancyZones allows a keyboard shortcut to activate a certain custom layout. I would like to see that I can also assign a keyboard shortcut for pre-defined layouts.

Screenshot - the yellow option should also be displayed when editing a layout from the top row.

![image](https://user-images.githubusercontent.com/1366654/226302841-1c71aad4-10ce-4404-9f17-f0204fcb7b64.png)


### Scenario when this would be used?

Quickly switching layouts.

### Supporting information

Somehow refs https://github.com/microsoft/PowerToys/issues/22186.
Repository: godot
Issue: [4.0] weird focus behavior on window with child windows
Labels: bug,platform:linuxbsd,topic:porting

### Godot version

v4.0.stable.official [92bee43ad]

### System information

Fedora Linux 37 x86_64, Kernel: 6.1.13-200.fc37.x86_64, Intel i7-4710HQ (with integrated GPU)), Wayland

### Issue description

When focusing on the child window, then on a different app (e.g. firefox), and then on the main window, the main window is very laggy. I have to re-focus on the child window and then on the main window for it to return to normal.

Here's a short video showcasing the issue: https://cdn.discordapp.com/attachments/477544613511692358/1087312133408170024/Screencast_from_2023-03-20_11-48-28.webm

### Steps to reproduce

Have a project with multiple windows,
Focus on a child window, then on a different app, and then back on the main window

### Minimal reproduction project

https://github.com/OsakiTsukiko/lishogi-client 
commit: 9f3fcd15550e992b02f4150c66524959c6679397
branch: main
(altho, you need an account on lishogi.org to use it)
Repository: material-ui
Issue: [base-ui][joy-ui] Hover styles persist after clicking on an element on mobile
Labels: bug 🐛,design,package: base-ui,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:

Steps:

1. Open https://mui.com/joy-ui/react-button/
2. Click on an element that has a `&:hover` style

### Current behavior 😯

KO, Joy UI

https://user-images.githubusercontent.com/3165635/226317657-b2c01f26-7727-4306-9bfc-4a616d1e1e25.mov

KO, Base UI

https://user-images.githubusercontent.com/3165635/226316275-3ef8f658-87b9-4487-8f54-a6b66e1624d5.mov

### Expected behavior 🤔

OK on Material UI, however there is a limit, it's broken on all Samsung phones: https://github.com/mui/material-ui/issues/15000#issuecomment-504754518

https://user-images.githubusercontent.com/3165635/226316269-20557aa8-c234-4680-a038-5b0695d205c1.mov

### Context 🔦

https://github.com/mui/material-ui/issues/15000

### Your environment 🌎

MUI Core v5.11.13
Repository: deno
Issue: VScode plugin fails to resolve bare imports when in monorepo with a nested package.json
Labels: feat,node compat

I have a Vite+React+Typescript starter project that was created for npm and has a package.json file. 
I successfully run `deno task dev` on Deno 1.31.3, but VSCode shows errors for all bare imports in ts files.
Note that it's a part of a monorepo and I have my structure like this:

monorepo/my-app/package.json
monorepo/my-app/src/App.tsx

```tsx
// App.tsx
import React, { useState } from 'react'; // <- 'Relative import path "react" not prefixed with / or ./ or ../deno(import-prefix-missing)'
```
Repository: vscode
Issue: [icon-themes] explore using attribute selectors to allow name patterns and simplify implementation
Labels: feature-request,themes

We currently use css classes to match file icons to file names. 
Using [attribute selectors](https://developer.mozilla.org/en-US/docs/Learn/CSS/Building_blocks/Selectors/Attribute_selectors) could simplify this and allow to support name patterns

![image](https://user-images.githubusercontent.com/6461412/226318856-3c62202e-66ff-4ec0-93bc-1e4a50902c47.png)

```css
[basename^="hello-"][ext="ts"] {
    background-color: red;
}

[basename$="Bar"][ext="ts"] {
    background-color: yellow;
}
[basename="unique-Bar"][ext="ts"] {
    background-color: green;
}
```

```html
<div basename="hello-world" ext="ts">hello-world.ts</div>
<div basename="hello-world" ext="js">hello-world.js</div>
<div basename="fooBar" ext="ts">fooBar.ts</div>
<div basename="barBar" ext="ts">barBar.ts</div>
<div basename="hello-Bar" ext="ts">hello-Bar.ts</div>
<div basename="unique-Bar" ext="ts">unique-Bar.ts</div>
```
Repository: svelte
Issue: Multiple variabels in `{#key}`
Labels: feature request

### Describe the problem

I want to use multiple variables in a `{#key variable}` like this:


### Describe the proposed solution

```
{#key variable1, variable2, variable3}
  ...
{/key}
```


### Alternatives considered

I have four variables that I want to use in `key` blocks.

So what I have done right now is this:
```
{#key variable1}
  {#key variable2}
    {#key variable3}
      {#key variable4}
        ....
      {/key}
    {/key}
  {/key}  
{/key}
```

### Importance

nice to have