sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Hiding controls with include/exclude results in empty rows and sections
Labels: bug,help wanted,addon: controls

**Describe the bug**
If I hide all but one of a story's controls using the `include` or `exclude` configuration fields (as documented [here](https://storybook.js.org/docs/vue/essentials/controls#filtering-controls)), the controls panel looks weird:

![Screenshot from 2021-04-27 18-53-47](https://user-images.githubusercontent.com/260792/116334830-b80b3600-a78a-11eb-9118-969f84df4eca.png)

Note the various empty rows, some of which contain controls (whose values don't seem to get passed to the story), and the empty "Attributes" section. The full list of controls (if I don't use `include` or `exclude` at all) looks like this:

![Screenshot from 2021-04-27 18-53-57](https://user-images.githubusercontent.com/260792/116335365-9f4f5000-a78b-11eb-9ecf-0751230b825a.png)

Note the similarity: the "Events" section disappeared completely, as did the header of the "Props" section, but every row just seems to have been blanked out rather than being hidden.

It doesn't matter whether I use `include` to only show the controls I want, or `exclude` to hide the ones I don't, the result is the same.

**To Reproduce**
Hide any number of controls using `include` or `exclude`. Hiding even just one control causes this problem. The one exception seems to be that hiding a control that is a boolean toggle doesn't trigger the bug.

https://gerrit.wikimedia.org/r/c/wvui/+/683116 reproduces this, both the screenshot shown above and similar issues with other stories (screenshots of those below)

**System**


```
$ npx sb@next info

Environment Info:

  System:
    OS: Linux 5.4 Ubuntu 20.04.2 LTS (Focal Fossa)
    CPU: (8) x64 Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz
  Binaries:
    Node: 10.15.2 - ~/.nvm/versions/node/v10.15.2/bin/node
    npm: 6.4.1 - ~/.nvm/versions/node/v10.15.2/bin/npm
  Browsers:
    Chrome: 89.0.4389.114
    Firefox: 87.0
  npmPackages:
    @storybook/addon-a11y: 6.2.9 => 6.2.9 
    @storybook/addon-actions: 6.2.9 => 6.2.9 
    @storybook/addon-backgrounds: 6.2.9 => 6.2.9 
    @storybook/addon-controls: 6.2.9 => 6.2.9 
    @storybook/addon-docs: 6.2.9 => 6.2.9 
    @storybook/addon-links: 6.2.9 => 6.2.9 
    @storybook/addon-storysource: 6.2.9 => 6.2.9 
    @storybook/addon-viewport: 6.2.9 => 6.2.9 
    @storybook/vue: 6.2.9 => 6.2.9 
```

**Additional context**
I had been hiding controls like this:


```js
MyStory.argTypes = {
    propName: {
        table: {
            disable: true
        }
    }
};
```

which works just fine, and which I will continue to do. But it gets cumbersome when hiding a lot of controls, or when hiding all but one or two, which is why I was excited to try the `include` and `exclude` features.
Repository: godot
Issue: Custom ArrayMesh formats ARRAY_CUSTOM_RG(B(A))_FLOAT and ARRAY_CUSTOM_RGBA_HALF fail in rendering server
Labels: bug,topic:rendering

**Godot version:**
4.0.dev 1c2766e + #48013 patch
**NOTE**: This issue assumes PR #48013 is merged. Without that PR, it is not possible to create custom FLOAT types at all.

**OS/device including version:**
Windows 10.0.19041.928

**Issue description:**

Custom formats with more than the bare minimum number of channels appear to fail ArrayMesh creation in renderer_storage_rd.cpp

Here is the error message when a failing mesh is generated (in this case a two-tri quad with vertex,normal,tangent,color,uv,uv2 and custom0 arrays).
```
ERROR: Size of attribute data provided (112) does not match expected (160)
   at: (servers\rendering\renderer_rd\renderer_storage_rd.cpp:2502)
ERROR: Index (uint32_t)p_surface = 0 is out of bounds (mesh->surface_count = 0).
   at: RendererStorageRD::mesh_get_surface (servers\rendering\renderer_rd\renderer_storage_rd.cpp:2687)
ERROR: Index (uint32_t)p_surface = 0 is out of bounds (mesh->surface_count = 0).
   at: RendererStorageRD::mesh_get_surface (servers\rendering\renderer_rd\renderer_storage_rd.cpp:2687)
```

Formats which work are:
(no custom data)
ARRAY_CUSTOM_RGBA8_UNORM works
ARRAY_CUSTOM_RGBA8_SNORM works
ARRAY_CUSTOM_RG_HALF works
ARRAY_CUSTOM_R_FLOAT works

Formats which fail with the above error are:
ARRAY_CUSTOM_RGBA_HALF fails
ARRAY_CUSTOM_RG_FLOAT fails
ARRAY_CUSTOM_RGB_FLOAT fails
ARRAY_CUSTOM_RGBA_FLOAT fails

**Steps to reproduce:**
1. Open the test project
2. Open the console panel.
3. Try each of the options in [Project -> Tools -> Generate Mesh] in succession
4. You will find that the custom formats listed above cause the above error

**Minimal reproduction project:**
[CustomVertexData.zip](https://github.com/godotengine/godot/files/6389004/CustomVertexData.zip)
Repository: godot
Issue: Mono iOS Export not loading third party .dll assembly (LiteDB)
Labels: bug,platform:ios,topic:dotnet

**Godot version:**
3.3.stable.mono


**OS/device including version:**
Build Machine: Macbook Pro 2015, OSX 11.2.3 , XCode 12.4, dotnet 5.0.202, target framework net472
Target Device: iPhone 8, iOS 14.4.2

**Issue description:**
I have added [LiteDB](https://www.litedb.org/) to my godot mono project as a third party nuget assembly via this entry in the `.csproj` -> ` <PackageReference Include="LiteDb" Version="5.0.10" />`. 

This library is bundled correctly and works fine for Windows, Linux, OSX, and Android exports. It does **not** work for an iOS deploy, throwing this error: `The following assembly referenced from .mono/assemblies/Debug/Testproj.dll could not be loaded: LiteDB`

In investigating this, I unpacked generated .pck files from various exports using [godot-unpacker](https://github.com/tehskai/godot-unpacker). For OSX/Android/Linux, I see `.mono/assemblies/Debug/LiteDB.dll` in the exported .pck file. For iOS, I do **not** see `.mono/assemblies/Debug/LiteDB.dll`.


**Steps to reproduce:**
- Build and play the repro project on the mac. You should hear some music and see two print statements, one of them being printing out the `LiteDB` class type (this means the third party library successfully imported)
- Export project for iOS, filling in required fields (app team ID etc.)
- Open the exported XCode project, plug in iPhone to Mac. Deploy application to iPhone. 
- The application should boot up on your iPhone with logs displaying in XCode. The app should run code, eventually crashing with the following error:
```
2021-04-27 19:11:55.268660-0700 Testproj[314:5933] Mono: The following assembly referenced from .mono/assemblies/Debug/Testproj.dll could not be loaded:
     Assembly:   LiteDB    (assemblyref_index=2)
     Version:    5.0.10.0
     Public Key: 4ee40123013c9f27
The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/private/var/containers/Bundle/Application/DBB54C65-7459-48FD-99F7-C3A0733946AD/Testproj.app/.mono/assemblies/Debug/).
``` 
- Here's the full log: [full_ios_deploy_log.txt](https://github.com/godotengine/godot/files/6389070/full_ios_deploy_log.txt)

**Minimal reproduction project:**
[final-reproducible-project.zip](https://github.com/godotengine/godot/files/6389137/final-reproducible-project.zip)
Repository: pytorch
Issue: [FR] unflatten support empty shape if unflattened dim has size 1
Labels: triaged,module: viewing and reshaping

## 🚀 Feature

Unflatten is often used as just a convenient way for doing a `view`. Allowing this case will not introduces ambiguity and can enable its being used in more general cases. Of course, the proposed behavior is like squeeze. But it allows for writing general purpose code.

```py
In [54]: x = torch.randn(2 ,3, 1)

In [55]: x.unflatten(-1, (1, 1)).shape
    ...:
    ...:
Out[55]: torch.Size([2, 3, 1, 1])
In [57]:

In [57]: x.unflatten(-1, (1,)).shape
Out[57]: torch.Size([2, 3, 1])

In [58]: x.unflatten(-1, []).shape
---------------------------------------------------------------------------
RuntimeError                              Traceback (most recent call last)
<ipython-input-58-a96e8b2ff37c> in <module>
----> 1 x.unflatten(-1, []).shape

~/miniconda3/lib/python3.7/site-packages/torch/tensor.py in unflatten(self, dim, sizes)
    854         return update_names(self, names, rename_map, inplace=True)
    855
--> 856     def rename(self, *names, **rename_map):
    857         """Renames dimension names of :attr:`self`.
    858

RuntimeError: unflatten: sizes must be non-empty

In [59]: torch.__version__
Out[59]: '1.8.1'


```
Repository: terminal
Issue: No keyboard input in Windows Terminal running with "runas /netonly user:<username>" flags from elevated shell
Labels: Area-Input,Issue-Bug,Tracking-External

### Windows Terminal version (or Windows build number)

10.0.19042.0, 1.7.1091.0

### Other Software

Guest OS Windows 10 20H2 (10.0.19042.0) inside Oracle VM VirtualBox (6.1.20 r143896). Not in domain
Host Ubuntu 20.04
Windows Terminal 1.7.1091.0

### Steps to reproduce

1. Run cmd (or Windows Terminal) as administrator
2. Run "runas /netonly /user:%username% wt.exe"
*wt.exe linking to Windows Terminal executable
3. Windows Terminal windows opens, but keyboard input is not working

### Expected Behavior

Expecting keyboard to work in Windows Terminal's command promt.
When running not elevated cmd (or Windows Terminal) and launching Windows Terminal via "runas..." (from non elevated shell) everything works fine.

### Actual Behavior

No keyboard input in Windows Terminal launched from elevated shell via "runas...". Mouse selecting and clicking (copy/paste) works fine.
Repository: flutter
Issue: [android_platform] GeneratedPluginsRegister logging is not meaningful for troubleshooting plugins
Labels: platform-android,has reproducible steps,P2,found in release: 2.0,found in release: 2.3,a: plugins,team-android,triaged-android

## Steps to Reproduce

Please find steps together with reproducible example https://github.com/rh-id/example_fp_exception

1. Create problematic flutter plugin using Android Studio 4.1.3
2. Modify the plugin to throw runtime exception at `onAttachedToEngine`
3. A non-helpful warning message will be printed instead of exception information or exception stacks
```
W/GeneratedPluginsRegister: Tried to automatically register plugins with FlutterEngine
(io.flutter.embedding.engine.FlutterEngine@aed2c5e) but could not find and invoke the
GeneratedPluginRegistrant.
```
4. This can become an issue if user have many plugins on their project, as there is no way to know which plugin cause an issue. worse thing is that the log will print `MissingPluginException` on other plugin instead which is misleading.


<details>
  <summary>Doctor</summary>

```
[✓] Flutter (Channel stable, 2.0.4, on Linux, locale en_US.UTF-8)
    • Flutter version 2.0.4 at /home/rubyh/Flutter/flutter
    • Framework revision b1395592de (4 weeks ago), 2021-04-01 14:25:01 -0700
    • Engine revision 2dce47073a
    • Dart version 2.12.2

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at /home/rubyh/Android/Sdk
    • Platform android-30, build-tools 30.0.3
    • ANDROID_HOME = /home/rubyh/Android/Sdk
    • ANDROID_SDK_ROOT = /home/rubyh/Android/Sdk
    • Java binary at: /usr/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.10+9-Ubuntu-0ubuntu1.20.04)
    • All Android licenses accepted.
```

</details>
Repository: electron
Issue: [Bug]: `nativeTheme.themeSource = 'dark'` does not work on Ubuntu 20
Labels: platform/linux,bug :beetle:,status/confirmed,component/native-theme,has-repro-gist,22-x-y,23-x-y

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Electron Version

13.0.0-beta.8

### What operating system are you using?

Ubuntu

### Operating System Version

20.0.4

### What arch are you using?

arm64 (including Apple Silicon)

### Last Known Working Electron version

_No response_

### Expected Behavior

Setting `nativeTheme.themeSource = 'dark'` should turn the main menu and context menu to dark looks.

### Actual Behavior

The menu looks light still:

![image](https://user-images.githubusercontent.com/900690/116357517-d3af2480-a7fc-11eb-87be-18c9786bf03c.png)


### Testcase Gist URL

https://gist.github.com/d08c29701a55e9d5eaa501fd10c40606

### Additional Information

_No response_
Repository: go
Issue: context: DeadlineExceeded silently implements net.Error
Labels: Documentation,NeedsInvestigation

```go
// DeadlineExceeded is the error returned by Context.Err when the context's
// deadline passes.
var DeadlineExceeded error = deadlineExceededError{}

type deadlineExceededError struct{}

func (deadlineExceededError) Error() string   { return "context deadline exceeded" }
func (deadlineExceededError) Timeout() bool   { return true }
func (deadlineExceededError) Temporary() bool { return true }
```

The fact that context.DeadlineExceeded implements [net.Error](https://golang.org/pkg/net/#Error) with both `Timeout()` and `Temporary()` returning `true` is [not visible in the public documentation](https://golang.org/pkg/context/).

I guess it is _way_ too late to remove those methods, so I propose to mention that fact in the documentation.
Repository: godot
Issue: Quest VR system breaks after deployment of Android app set to portrait orientation  
Labels: bug,platform:android,topic:xr

**Godot version:**
3.3-stable   

Godot Oculus Mobile Plugin   Version 3.0.1

**OS/device including version:**
Quest2 VR

GLES2

**Issue description:**
If you Export/Deploy a Godot VR project to the Android based Quest2 VR and you have Project -> Project Settings -> Display -> Window -> Handheld -> Orientation set the "portrait" instead of the default "landscape" then the Quest enters an unrecoverable state which requires a reboot.

Obviously this setting needs to be ignored in the Quest as it is good for nothing except breaking things.  It is slightly problematic that this setting is in the global Project Settings, rather than the individual Export Presets, given that the phone and a quest VR are quite different devices.  I found this bug because I was experimenting with VR networking and using a plain Android phone as one of the players.  Having a portrait setting made it easier to set up a debug control panel on the lower half of the screen (which you wouldn't want to have in VR).  

**Steps to reproduce:**
See above.
FAO @BastiaanOlij 

**Minimal reproduction project:**
[portrait_vr_bug.zip](https://github.com/godotengine/godot/files/6390336/portrait_vr_bug.zip)
Repository: flutter
Issue: [webview_flutter] Webview response to Tap from the widget above it as Long press
Labels: a: platform-views,p: webview,package,team-ecosystem,has reproducible steps,P2,found in release: 2.0,found in release: 2.3,triaged-ecosystem

I layout a stack on a screen, on the bottom of the stack there is a Webview, and above the Webview there are multiple Buttons.
When I tap the button, the Long Press menu on the Webview shows up.
And I also have a Drawer, when I tap the item on the Drawer, the Drawer faded out, and the Long Press menu on the Webview shows up too.
Repository: pytorch
Issue: :attr: does not behave as expected.
Labels: module: docs,triaged,module: linear algebra

For example, when writing ``:attr:`cond` `` in https://pytorch.org/docs/master/generated/torch.linalg.lstsq.html#torch.linalg.lstsq
it creates a reference to `torch.linalg.cond`.

I see two solutions to this:
- Replace `:attr:` with double backticks. Double backticks generate the correct "black background" that we wanted to achieve.
- See how to modify the sphinx template (I do not know how to do this though)

@mruberry @IvanYashchuk 


cc @brianjo @mruberry @jianyuh @nikitaved @pearu @heitorschueroff @walterddr @IvanYashchuk @xwang233 @Lezcano
Repository: pytorch
Issue: MultiheadAttention.out_proj.weight is not explicitly initialized
Labels: triaged

See
https://github.com/pytorch/pytorch/blob/77721ee318d6785010144aa4569efb98199e7162/torch/nn/modules/activation.py#L895
https://github.com/pytorch/pytorch/blob/77721ee318d6785010144aa4569efb98199e7162/torch/nn/modules/activation.py#L904
https://github.com/pytorch/pytorch/blob/77721ee318d6785010144aa4569efb98199e7162/torch/nn/modules/activation.py#L917-L919

You can see that `self.in_proj_weight` is initialized explicitly, while `self.out_proj.weight` is not.

cc @zhangguanheng66
Repository: pytorch
Issue: How to view VLOG information
Labels: module: logging,triaged

 How to use VLOG, which is same to  specify TF_CPP_MIN_VLOG_LEVEL variable in TensorFlow.
Repository: pytorch
Issue: LibTorch ships with two identical library files: libdnnl and libmlkdnn
Labels: module: build,triaged

## 🐛 Bug

LibTorch ships with two identical library files: `libdnnl` and `libmlkdnn`.

## To Reproduce

Steps to reproduce the behavior:

1. Go to https://pytorch.org/get-started/locally and download any version of LibTorch.
1. Inside `libtorch\lib` there are two identical files: `libdnnl` and `libmlkdnn`.

## Expected behavior

According to https://discuss.pytorch.org/t/libdnnl-and-libmlkdnn-in-libtorch/119599/2 one of them should be a symbolic link.

cc @malfet @seemethere @walterddr
Repository: pytorch
Issue: Allow `ScriptFunction`s to be symbolically traced
Labels: triaged,FX-TorchScript Compatibility,module: fx

## Motivation

Currently, we can't trace `ScriptFunction`s (the object produced by using the `@torch.jit.script` decorator on a function), since they aren't `nn.Module`s or instances of `FunctionType`. We should support this to ensure full FX-TorchScript compatibility.

## Example

```python
import torch
from torch.fx import symbolic_trace

@torch.jit.script
def fn(x, y):
    return torch.add(x, y)

traced = symbolic_trace(fn)
```

```
Traceback (most recent call last):
  File "test/tinytest.py", line 8, in <module>
    traced = symbolic_trace(fn)
  File "torch/fx/symbolic_trace.py", line 673, in symbolic_trace
    graph = tracer.trace(root, concrete_args)
  File "torch/fx/symbolic_trace.py", line 379, in trace
    assert isinstance(fn, FunctionType)
AssertionError

```

cc @ezyang
Repository: neovim
Issue: underline has a wrong colour if the text is overlayed by a transparent floating window
Labels: bug,ui,highlight,floatwin

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: NVIM v0.5.0-dev+1281-gecf075eb2
- `vim -u DEFAULTS` (version: ) behaves differently? does not have `nvim_open_win` and `winblend`
- Operating system/version: Archlinux
- Terminal name/version: kitty 0.20.2
- `$TERM`: xterm-kitty

### Steps to reproduce using `nvim -u NORC`

use this [file.lua](https://paste.sh/ZRdQEKs1#K5jFWBNQi-NUcuT-yaCc3xsC) and observe the underline.

```
nvim -u NORC file.lua
```

The first line is overlayed by a transparent floating window, the second one is not. 

### Actual behaviour

![image](https://user-images.githubusercontent.com/51877647/116412332-c62b8600-a860-11eb-905a-1220848e9754.png)


### Expected behaviour

![image](https://user-images.githubusercontent.com/51877647/116412361-d04d8480-a860-11eb-9f74-c44a06b5f3cd.png)

--- 

Maybe it's because `xterm-kitty` has the ability to use a different underline colour so it changed to red, while `xterm-256color` does not, the underline has the same colour as the text regardless of the setting.
This only happens when the text is below a floating window with `winblend=100`.

One of the solutions is changing the `guisp` manually to a colour I want but that doesn't seem good, ideally it should not change to red when it's overlayed by a floating window. 
The other solution is changing my `$TERM` to `xterm-256color` but I'd lose the capability of changing the underline colour which is useful for LSP diagnostics.

Thanks in advance!
Repository: vscode
Issue: Sign in quick pick dialog: focus movement could be improved
Labels: bug,accessibility,quick-pick

1. Turn on Settings sync
2. Get the following dialog

Press `tab` - focus moves to checkbox. Press tab again, focus moves to the other checkbox.

Ideally the first tab would move focus to the "Sign in and Turn on" button. And not to the checkbox

![Screenshot 2021-04-28 at 15 42 44](https://user-images.githubusercontent.com/1926584/116414085-7933b980-a838-11eb-9324-776fdb2aa9a8.png)
Repository: node
Issue: Allow main thread to be supplanted by another
Labels: esm,worker

<!--
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.**
Please describe the problem you are trying to solve.

ESM in Node requires command line flags in order to use `--loader`. This is because if we try to provide an API to customize the loader, the entire module graph for the application is already linked and it is too late to do so. Common tools like APMs run on environments like cloud functions that do not support customizing CLI flags but need to muck with the loading systems.

**Describe the solution you'd like**
Please describe the desired behavior.

When spinning up workers, we can already custom configure `--loader` since that module graph hasn't linked yet. I would like for applications to be able to do so in a way that makes the worker act *exactly* as the original main thread: no piping of I/O, no limitations on process, etc.

This likely would be something like:

```mjs
// entrypoint
import init from 'apm'
init('path/to/app');
```

```mjs
// APM
const loader = 'path/to/loader.mjs';
export function init(entry) {
  worker_threads.replaceSelf(entry);
}
```

Likely this feature needs to sort out file descriptor behavior in particular when replacing the main/current thread and what happens with potentially orphaned workers.

**Describe alternatives you've considered**
Please describe alternative solutions or features you have considered.

None given how ESM works and links eagerly this is the only solution I've found.
Repository: realworld
Issue: Specs update suggestions
Labels: Status: RFC,Status: Approved,v2 changelog

## Frontend 
- Could we remove # character from url? I think the url will look better without #.

## Backend
- Use abstract keywork in responses to make them more abstract and reusable. 
    -  For example, with get single article api we can return: 
    ```
    {
      "data": {
         ...
       }
     }
    ```
    instead of 
    ```
    {
      "article": {
         ...
       }
     }
    ```
    - With get list of articles api we can return:
    ```
    {
      "data": [
         ...
       ],
       "total": 20
     }
    ```
    instead of 
    ```
    {
      "articles": {
         ...
       },
       articlesCount: 20
     }
    ```
    - And the same for update, create responses
- Server also return messages for create, update, delete, favorite,.. requests. For example: {..., message: "article created successfully"} 
- A create api should only return created id, frontend need to call api with the id to get what it needs