sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Source addon should behave more like the Controls addon
Labels: feature request,addon: storysource

**Is your feature request related to a problem? Please describe**
I love how I can add the 'controls' addon and edit controls for each story 💯 
I also love how this seamlessly integrates with the 'docs' addon and when visiting the Docs page I see my changes reflected in the preview there as well 💯 
The frustration happens when I want to see the generated code. Adding the 'storysource' addon does not have the same behavior as the 'controls' addon. With 'storysource' all I see is something like this:
```ts
(args) => <MyComponent {...args} />
```

Which isn't at all helpful. So as a consumer if I want to dynamically fiddle with controls and then see the generated code - I have to first edit controls for the story from the Controls tab in the addons panel in the Canvas page. Then know to go to the Docs page, possibly scroll to find the same story, and then expand the code preview. 😞 

**Describe the solution you'd like**
I'd like it if the 'storysource' addon had more intuitive behavior by functioning like the controls addon. Where when added a **Source** or **Code** tab would appear in the addons panel. And that tab would essentially have the same generated output you see in the Docs page when clicking "Show Code". 
It should also pull from the same story params so that when needed I can override the code output via 
```ts
storyname.parameters = {
  docs: {
    source: {
      code: `some custom code output here`
    }
  }
}
```

**Describe alternatives you've considered**
I'm aware that with custom page templates I could manually set each story block with an 'ArgsTable' block. This would allow both editing toggles and seeing the generated code for each story from the 'Docs' page. However this would needlessly bloat the Docs page - especially for components with a lot of controls. Not to mention the amount of automation I'd be losing by giving up the 'Stories' block which is really convenient.

**Are you able to assist to bring the feature to reality?**
Possibly in the future but not at this time...

**Additional context**
The Source/Code block circled in red should be what the storysource addon displays
![image](https://user-images.githubusercontent.com/7581439/96522818-41710700-1242-11eb-941d-4cd26ff2278f.png)

instead of this
![image](https://user-images.githubusercontent.com/7581439/96523549-f9eb7a80-1243-11eb-8125-cb6ac9acf931.png)
Repository: flutter
Issue: Suppress xcdevice output in verbose mode
Labels: platform-ios,tool,t: xcode,c: proposal,P3,team-ios,triaged-ios

I sometimes use this output, but mostly what I need shows up in `flutter doctor -v`.  It's usually a wall of noise.  Quiet that output, even in verbose.
Repository: TypeScript
Issue: Show all JSDoc @typedef properties when forming object of that type
Labels: Suggestion,Experience Enhancement

Issue Type: <b>Feature Request</b>

<h2>Problem</h2>
When making references to custom types, you cannot really see what that custom type actually is actually composed of.

For example, I have a class called `OnlineUser` which takes an optional parameter of custom type `OnlineUserOptions`:

![image](https://user-images.githubusercontent.com/1347847/95962592-90e3ad00-0dd4-11eb-8f58-e23044f78fca.png)


When hovering over a reference to the class or forming the object to pass as `OnlineUserOptions`, only the name of the type is shown in the documentation that is displayed.  If you don't know/remember what properties comprise `OnlineUserOptions`, then the only way to find out is by beginning to type random characters:

![image](https://user-images.githubusercontent.com/1347847/95962087-ef5c5b80-0dd3-11eb-804c-99f1ff1a115a.png)


<h2>Suggestion</h2>
It would be very useful if instead, as soon as you begin the object literal, it would show all the properties of the custom type, like so:

![image](https://user-images.githubusercontent.com/1347847/96043218-9aa0fb00-0e3c-11eb-93ed-f2a74ccd6211.png)


It would also be nice if it was possible to click on the name of the type to jump to its definition (maybe through use of the `@link` tag?) or hover over it to view its details as though you were hovering over its name in the actual `@typedef`.


VS Code version: Code 1.50.0 (93c2f0fbf16c5a4b10e4d5f89737d9c2c25488a3, 2020-10-07T06:10:52.432Z)
OS version: Windows_NT x64 10.0.19041


<!-- generated by issue reporter -->
Repository: flutter
Issue: Active subrange within composing range should be visually highlighted in Flutter
Labels: a: text input,framework,engine,a: internationalization,a: desktop,P2,team-text-input,triaged-text-input

## Description

When inputting text in languages that use multi-step input (composing mode), there are two ranges involved:
1. The overall composing range
2. The active subrange within the composing range

This is common when inputting text using [ateji](https://en.wikipedia.org/wiki/Ateji) in Japanese, but occurs in general with longer composing ranges, person, and place names.

To support this, we'll need some visual highlighting of the text to make clear which range is the active subrange, as well as changes to the text input protocol so that the engine can specify this range to the framework. It seems unlikely to me that users will need to programmatically control the range via TextEditingController, so ideally the API surface should be as minimal as possible.

## Repro steps and expected behaviour

For example, when inputting the name 真惟佳 (Maika), one would go through the following steps:
1. Type the phonetic kana characters まいか.
2. Press shift-left arrow to restrict the active subrange within the composing range to the first character, ま.
3. Select the correct completion, then hit the right arrow to switch the active range to the remainder of the composing range. At this point the composing range reads 真いか and いか becomes the active subrange.
4. Press shift-left arrow to restrict the active range to the second character only, then select the correct completion, then hit right arrow to switch the active range to the final character. The composing region now read 真惟か and か becomes the active subrange.
5. Select the correct completion, then hit return to commit the composing region. The text 真惟佳 is now committed.

## Visual representation

The composing region and active subrange are each visually highlighted to the user in some platform-specific way. 

On macOS 11.0, Chrome, and Android, it is highlighted using a thicker underline with a small gap between it and the thinner composing region underline. In Linux GTK apps (and I believe older versions of macOS), the subrange is highlighted with a lighter colour than the standard selection colour.

macOS 11.0:
<img width="196" alt="image" src="https://user-images.githubusercontent.com/351029/96527441-e7b61000-1234-11eb-891d-e05b2fd88768.png">

iPadOS 14.0:
<img width="280" alt="image" src="https://user-images.githubusercontent.com/351029/96794656-718be780-13b3-11eb-8e7f-38244075acfe.png">

Chrome on Linux:
![image](https://user-images.githubusercontent.com/351029/96796384-8452ec00-13b4-11eb-9c3b-9ad138207b8a.png)

Linux GTK apps:
![image](https://user-images.githubusercontent.com/351029/96798259-5a4df980-13b5-11eb-8cff-1c33878ddec9.png)
Repository: ant-design
Issue: 当Form.Item的rules->validator中的判断条件变化时，此刻可以在控制台的element中看到Password的value值
Labels: Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.
@afc163 

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-pntwg)

### Steps to reproduce
1. 将Input.Password输入框置入Form表单中
2. 将该Form.Item设置name和rules
3. 当validator的判断条件发生变化时（如：从true变为false或从false变为true），控制台element中Password的value值会在此刻展示出来，后续会继续隐藏

### What is expected?
validator的判断条件发生变化时，控制台的value值也不可见

### What is actually happening?
控制台value值仍可见

| Environment | Info |
|---|---|
| antd | 4.7.2 |
| React | 16.13.1 |
| System | win10 |
| Browser | chrome 86 |


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Repository: go
Issue: runtime/race: cannot run under qemu-user-ppc64le due to execve /proc/self/exe
Labels: NeedsInvestigation,compiler/runtime

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.2 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes, starting with `go1.15rc2` up to the latest `go1.15.3` release (that is, after https://github.com/golang/go/commit/e49b2308a523c3bb69753caee2eacce41f097039).

### What did you do?

- Set up qemu-user on linux/amd64 host.
- Run `GOARCH=ppc64le go test`.

### What did you expect to see?

Tests running under QEMU user mode emulation.

### What did you see instead?

```
qemu: unknown option 'test.timeout=10m0s'
```

---

The issue is caused by race detector runtime [calling `execve("/proc/self/exe", …)`](https://github.com/llvm/llvm-project/blob/7ecd60bb7022bb681b9dc01a9c232fd93b4b169c/compiler-rt/lib/sanitizer_common/sanitizer_linux_libcdep.cpp#L841-L871). With user mode emulation this executes QEMU itself instead of the emulated process.
Repository: flutter
Issue: Linux: Emoji insertion via Ctrl-Shift-E incorrectly positions completions
Labels: a: text input,platform-linux,a: desktop,P2,team-linux,triaged-linux

## Description

In https://github.com/flutter/engine/pull/21897, I landed support for multi-step input methods, which also added support for unicode codepoint insertion via Ctrl-Shift-U and emoji insertion via Ctrl-Shift-E.

That said, the completion window position when not in composing mode (e.g. for emoji) is incorrect. 

To support this, I believe we'll need notify the GTK embedder of every change to the cursor position (even when not in composing mode), then remove [these lines](https://github.com/flutter/engine/blob/0747f2f4b1167a6fdfca0d04a8e4f0b862e7f130/shell/platform/linux/fl_text_input_plugin.cc#L324-L327). Removing those lines currently results in incorrect positioning of the IM window when composing mode is entered after committing a previous composing region.

## Expected behaviour
![image](https://user-images.githubusercontent.com/351029/96529318-b3911e00-1239-11eb-8183-c8215ffc047a.png)

## Current behaviour
![image](https://user-images.githubusercontent.com/351029/96529418-ef2be800-1239-11eb-9090-de0d2d4a7595.png)
Repository: ant-design
Issue: select  mode=multiple 时候open=false 不能输入文字 也无法触发onSearch事件。
Labels: Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/sweet-shaw-84f9f)

### Steps to reproduce
如题

### What is expected?
跟3.x一样 open为fasle的时候可以输入

### What is actually happening?
open为fasle的时候不可以输入

| Environment | Info |
|---|---|
| antd | 4.6.2 |
| React | 16.13.1 |
| System | macos Mojave 10.14.4  |
| Browser | Google Chrome 85.0.4183.83（正式版本） |


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Repository: rust
Issue: Rust suggests unstable paths for non-imported item
Labels: C-enhancement,A-diagnostics,A-resolve,A-stability,T-compiler,A-suggestion-diagnostics,D-confusing,D-papercut,S-has-mcve

```rust
pub fn main() {
    println!("{}", size_of_val(&5))
}
```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=fdfb1de9afc8ac87d1cf5002945d4132))


```
   Compiling playground v0.0.1 (/playground)
error[E0425]: cannot find function `size_of_val` in this scope
 --> src/main.rs:2:20
  |
2 |     println!("{}", size_of_val(&5))
  |                    ^^^^^^^^^^^ not found in this scope
  |
help: consider importing one of these items
  |
1 | use core::intrinsics::size_of_val;
  |
1 | use core::mem::size_of_val;
  |
1 | use futures_core::core_reexport::intrinsics::size_of_val;
  |
1 | use futures_core::core_reexport::mem::size_of_val;
  |
    and 7 other candidates

error: aborting due to previous error

For more information about this error, try `rustc --explain E0425`.
error: could not compile `playground`.

To learn more, run the command again with --verbose.
```

I expected rustc to only show me paths that are stable if I'm on a stable compiler, but I also get suggestions to intrinsics.
Repository: pytorch
Issue: Mismatch between the documentation and implementation of caffe2 PReLU operator
Labels: caffe2,module: docs

The documentation provided for caffe2 PReLU operator in https://caffe2.ai/docs/operators-catalogue.html#prelu specifies that the input x to be of 1D tensor. 
However, the implementation (https://github.com/pytorch/pytorch/blob/master/caffe2/operators/prelu_op.cc) does not specify any such restriction on the input x. 


cc @jlin27 @mruberry
Repository: godot
Issue: "shadow_contact" property's effect still applies to meshes that are set to not cast shadows if the mesh's material is set to "opaque pre-pass" at the same time.
Labels: bug,topic:rendering

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.2.3


**OS/device including version:**
Windows 10, Version 1803
Gtx 1080, GeForce Driver 442.74 ,  GLES3


**Issue description:**
i noticed this immediately when switching to 3.2.3 from 3.2.2.
A Mesh Instance with a material using "Opaque Pre-Pass" as it's "params_depth_draw_mode" property will cast a shadow when in front of a directional light with it's "shadow_contact" property set to a value higher than 0 , regardless of the mesh geometry "Cast Shadow" property being set to "Off".

So the shadow_contact property's effect doesn't account for meshes that aren't supposed to cast a shadow. (this shadow only appears when the mesh is close to the surface that it's casting a shadow on, as per the function of the shadow_contact property)


**Steps to reproduce:**
Using GLES3 in a 3D scene 
- add two meshes and a directional light
- one mesh should serve as a wall and the other is for projecting the shadow before the directional light, place them as such. 
- on the directional light under the "Shadow" dropdown, tick "Enabled", then increase the "Contact" param value to something reasonable like 0.5.
- on the mesh instance casting the shadow, under "Geometry", set "Cast Shadow" to Off
- add a new spacial material, open it's properties, under the "Parameters" dropdown, set "Depth Draw Mode" to "Opaque Pre-Pass"
- move the mesh instance closer to the other mesh instance and you should be able to make out the shadow created by the "shadow_contact" property's effect.


**Minimal reproduction project:**
[Test.zip](https://github.com/godotengine/godot/files/5406608/Test.zip)
Repository: node
Issue: `vm.Script`'s `importModuleDynamically` should get a reference to the `context` used to run it
Labels: module,vm

<!--
Thank you for suggesting an idea to make Node.js better.

Please fill in as much of the template below as you're able.
-->

**Is your feature request related to a problem? Please describe.**

When implementing `importModuleDynamically` you don't have access to what context the script is executed with, meaning you can't pass the correct context when constructing a `Module`. We're also missing the `filename` of the `Script`, so resolving to the specifier passed is also not straightforward since it can be changed by `.runIn*Context()` calls from what I passed in to the constructor.

**Describe the solution you'd like**

I think adding `context` and `filename` as accessible properties on the `Script` instance passed to the function should work fine - it would mirror what you get when using `SourceTextModule` where I have access to `context` and `identifier`. It could also be passed as a third argument to the function passed in `importModuleDynamically` if you don't wanna change the `Script` instance itself.

**Describe alternatives you've considered**

The [implementation](https://github.com/facebook/jest/blob/30e802036291f4c9c9fd4feef6faba485df54dd2/packages/jest-runtime/src/index.ts#L1128-L1134) I've gone with in the absence of such an API is to get the context again and re-use the filename passed in the constructor. This works since I also have control over how the script is executed, but that might not always be the case. Mirroring the capability of `SourceTextModule` would be nice, though - where in the context of the callback in `importModuleDynamically` there's enough information to know how to resolve the specifier being requested and in what context it should run.
Repository: opencv
Issue: Replace FLANNException by CV_Error
Labels: category: flann,RFC

##### Detailed description

This is a TODO for 5.0 as it breaks the ABI (cf my implementation at https://github.com/opencv/opencv/pull/18604).
FLANN does not use the standard CV_Error and it should in case we do not want to use exceptions.
Some modules in opencv_contrib also do not use CV_Error and throw.
Repository: TypeScript
Issue: Accept de-structured elements in type predicates
Labels: Suggestion,Awaiting More Feedback

## Search Terms

- type predicate
- reference binding pattern
- type predicate cannot reference
- destructured

## Suggestion

The possibility to use destructured parameters in type predicates.

## Use Cases

Destructuring is heavily used in functional/reactive programming, notably with rxjs where various contextual properties tend to be passed between each operator.

Having the ability to succinctly test for types would make the code more readable, e.g.:
```typescript
type Example = {
  a: number;
  b: string | undefined;
};

const example: Example = {
  a: 42,
  b: 'hello';
};

of(example).pipe(
  guard(({ b }): b is string => b !== undefined, 'b cannot be undefined'),
  tap({ b }) => { /* b is now a string rather than a string | undefined })
);
```
Right now the alternative is
```typescript
of(example).pipe(
  guard((x): x is Omit<typeof x, 'b'> & { b: string } => x.b !== undefined, 'b cannot be undefined'),
  tap({ b }) => { /* b is now a string rather than a string | undefined })
);
```
Or, without a predicate
```typescript
of(example).pipe(
  map(x => {
    if (x.b === undefined) {
      throw new Error();
    }

    return x;
  }),
  tap({ b }) => { /* b is now a string rather than a string | undefined })
);
```

## Examples

```typescript
function assertSomething(
  { property }: T
): property is AssertionHere {
  return true;
}
```

This would roughly translate to something like:

```typescript
function assertSomething(
  obj: T
): obj is Omit<T, 'property'> & { property: AssertionHere } {
  return true;
}
```

## Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: storybook
Issue: [Question] Is it possible to use Storybook without transpilation, writing stories using pure ES6?
Labels: question / support,configuration babel / webpack

Hi, I just have a general question about usage of Storybook. Is it possible to use Storybook without babel, writing stories using pure ES6? I would like to use it in a project which does not use transpilation (React components are written in pure ES6).
Repository: flutter
Issue: InteractiveViewer inside pageview doesn't allow scaling
Labels: framework,f: material design,has reproducible steps,found in release: 3.3,found in release: 3.7,team-design,triaged-design

```
PagerController controller=
        PageController(viewportFraction: 1, initialPage: 1);
TransformationController _transformationController = TransformationController();

var images=['https://asia.olympus-imaging.com/content/000107506.jpg'];

 PageView.builder(
              onPageChanged: (int page){
                 setState(() {
                   _transformationController.value = Matrix4.identity();
                 });

              },
                controller: controller,
                itemCount: images.length,
                itemBuilder: (BuildContext context, int index) {
                  return Center(
                    child :SizedBox(
                       height:  250,
                        child: Container(
                          width: double.infinity,
                          child: images[index]?.length !=0 ? InteractiveViewer(
                              panEnabled: false, // Set it to false to prevent panning.
                              boundaryMargin: EdgeInsets.all(10),
                              transformationController: _transformationController,
                              minScale: 0.5,
                              maxScale: 3.0,
                            child : Image.network(mages[index],fit: BoxFit.fill,
                              loadingBuilder:(BuildContext context, Widget child,ImageChunkEvent loadingProgress) {
                                if (loadingProgress == null) return child;
                                return Center(
                                  child: CircularProgressIndicator(
                                    value: loadingProgress.expectedTotalBytes != null ?
                                    loadingProgress.cumulativeBytesLoaded / loadingProgress.expectedTotalBytes
                                        : null,
                                  ),
                                );
                              },
                            ),
                          ):Container(),
                        )
                    )
                      );
                },
              );
```

here is chunk of code. 
and video is for reference here.  
https://drive.google.com/file/d/1uZEl90cg3KALWHAx2DpAyUWt5kFqnxZK/view?usp=sharing