sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: [Feature Request] functions for conditional controls
Labels: feature request,addon: controls

**Is your feature request related to a problem? Please describe**
In the course of my current client project, we stumbled across #19130 while trying to use the conditional controls feature to reproduce our TypeScript interfaces in the controls table.

We quickly found that the simple conditions will become cumbersome or even ineffectual in complex situations.

**Describe the solution you'd like**
Adding more operators will probably yield little value for most cases, so it would be nice to be able to provide a function that just receives the current controls data as input and returns a boolean.

That way, the current arg+operator would be a shorthand for the most common cases, but cases such as dependency on multiple other props would be doable in the context where the problem space is best known.

**Describe alternatives you've considered**
Not using the feature was our goto so far 🤷‍♂️ but we'd like to use it as much as possible.

**Are you able to assist to bring the feature to reality?**
I can probably code the whole thing, but I wouldn't know where to start and Storybook's source looks so hairy that I'd be afraid to break everything without some pointers.
Repository: go
Issue: net/http: timeout in TestServerHijackGetsBackgroundByte_big
Labels: NeedsInvestigation

```
#!watchflakes
post <- pkg == "net/http" && test == "TestServerHijackGetsBackgroundByte_big" && log ~ `panic: test timed out`
```

[2022-09-02T18:51:37-5b1fbfb/darwin-arm64-12](https://build.golang.org/log/7c822ccafa068f55fc839c5753b266cd1e5f50bf)

CC @neild
Repository: material-ui
Issue: [Select] moving focus with keyboard ArrowUp or ArrowDown is not working when [disablePortal] is set
Labels: bug 🐛,component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

When I click into a `<Select>` (with `disablePortal`) the dropdown opens, but ArrowUp and ArrowDown will not move the keyboard focus to any of the items.
Addendum: I verified that the `autoFocus` property does not influence the behavior. It does not matter whether `autoFocus` is set or not.

### Expected behavior 🤔

Without `disablePortal` the behavior is as expected: keyboard ArrowUp and ArrowDown keys will move the focus to the items and between the items.

### Steps to reproduce 🕹

I prepared a codesandbox that exhibits the behavior
https://codesandbox.io/s/pensive-cache-xk9js4?file=/src/App.tsx

The relevant usage to elicit the bug is:
```jsx
<Select MenuProps={{ disablePortal: true }}>
    <MenuItem value="foo">{"foo"}</MenuItem>
</Select>
```

1. click into the select
2. use ArrowDown to move focus into the dropdown. but nothing happens.

Observation:
When `disablePortal` is set the dropdown paper will receive focus when the dropdown opens. This is not the case otherwise.

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: rust
Issue: incorrect diagnostic on irrefutable while-let with break
Labels: A-diagnostics,T-compiler,L-irrefutable_let_patterns

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Reviewing https://github.com/rust-lang/rust/issues/87335#issuecomment-1238970455 after finding a need for a `while-let` loop that provides access to an else pattern I crafted [this program](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=568083e3e5861a1f02b7d8434a27ccba):

```rust
fn main() {
    println!("in");
    let mut x: Result<(), &'static str> = Ok(());
    'wl: while let _ = match x {
        Ok(v) => {
            println!("match ok {:?}", v);
            x = Err("text");
        },
        Err(_) => break 'wl,
    } {
        println!("body");
    }
    println!("out");
}
```

The rustc diagnostic output is:

```
warning: irrefutable `while let` pattern
  --> src/main.rs:4:16
   |
4  |       'wl: while let _ = match x {
   |  ________________^
5  | |         Ok(v) => {
6  | |             println!("match ok {:?}", v);
7  | |             x = Err("text");
8  | |         },
9  | |         Err(_) => break 'wl,
10 | |     } {
   | |_____^
   |
   = note: `#[warn(irrefutable_let_patterns)]` on by default
   = note: this pattern will always match, so the loop will never exit
   = help: consider instead using a `loop { ... }` with a `let` inside it
```

while the application output is:
```
in
match ok ()
body
out
```

Ideally the output should have no diagnostic, because the loop clearly exits.
Repository: godot
Issue: Vulkan: Viewport with Transparent Bg and FXAA creates white outlines
Labels: bug,topic:rendering,topic:3d

### Godot version

4.0.alpha16

### System information

Windows 10, Core i7 5820k, GeForce 980TI

### Issue description

Viewport with Transparent bg and FXAA creates white outlines.


![image](https://user-images.githubusercontent.com/4955051/188922035-be4fc358-8303-47d2-8513-4ff8c113500b.png)
<img width="960" alt="Godot_v4 0-alpha15_win64_QTLcbu0Sxf" src="https://user-images.githubusercontent.com/4955051/188922146-f9ec613b-778d-4272-9ccb-e8f969d9f508.png">


### Steps to reproduce

Open the attached project and run scene

### Minimal reproduction project

[fxaa-viewport-issue.zip](https://github.com/godotengine/godot/files/9507691/fxaa-viewport-issue.zip)
Repository: pytorch
Issue: JIT script calculation/dtype inconsistent depending on operator expression
Labels: oncall: jit

### 🐛 Describe the bug

In the following simple snippet, we expect `sum_terms` to be equal to `one_expression` (both have all entries -1), and that is indeed the case in the python interpreter. With the `@torch.jit.script` decorator, that is no longer the case, indicating a bug with the JIT compiler.

```
import torch

@torch.jit.script  # code works as expected if decorator is removed
def func(a, b):
    term_1 = 1 * (a & b)
    term_2 = -1 * (a != b)
    sum_terms = term_1 + term_2
    one_expression = 1 * (a & b) - 1 * (a != b)
    # workaround
    # one_expression = (a & b).to(torch.int64) - (a != b).to(torch.int64)
    print(sum_terms == one_expression)


a = torch.zeros(10, dtype=bool, device='cuda')
b = torch.ones(10, dtype=bool, device='cuda')
func(a, b)
```

This might have to do with the inconsistent types yielded, `term_1` of `CUDABoolType{10}` whereas `term_2` of `CUDALongType{10}`.

Also in this minimal version, I get the following error. But in my original programme containing identical code I don't--only the values are wrong (all entries 1 instead of -1). I have yet to figure out why the RuntimeError occurs in only one of the two.

```
Traceback (most recent call last):
  File "test.py", line 22, in <module>
    func(a, b)
RuntimeError: The following operation failed in the TorchScript interpreter.
Traceback of TorchScript (most recent call last):
  File "test.py", line 15, in func
        1 * (a & b) - 1 * (a != b),
    )
    one_expression = 1 * (a & b) - 1 * (a != b)
                     ~~~~~~~~~~~~~~~~~~~~~~~~~ <--- HERE
    print(sum_terms == one_expression)
RuntimeError: Subtraction, the `-` operator, with two bool tensors is not supported. Use the `^` or `logical_xor()` operator instead.
```


### Versions

```
Collecting environment information...
PyTorch version: 1.12.0+cu102
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.5 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: Could not collect
Libc version: glibc-2.31

Python version: 3.8.10 (default, Jun 22 2022, 20:18:18)  [GCC 9.4.0] (64-bit runtime)
Python platform: Linux-5.15.0-46-generic-x86_64-with-glibc2.29
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration: GPU 0: NVIDIA GeForce RTX 2080 Ti
Nvidia driver version: 515.65.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.23.1
[pip3] torch==1.12.0
[pip3] torchvision==0.13.0
[conda] Could not collect
```
Repository: vscode
Issue: Can't sign into vscode.dev PWA on iOS
Labels: bug,ios-ipados,authentication

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Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.71.0
- OS Version: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_6) AppleWebKit/605.1.15 (KHTML, like Gecko) Version/15.6.1 Safari/605.1.15

Steps to Reproduce:

1. "Install" vscode.dev as a PWA on iOS ("add to home screen" in safari)
2. Click on Sign in to turn on setting sync
3. Allow the pop up
4. Sign in to GitHub/Microsoft (happens with both) if not signed in already (I am in the video)
5. *Pop-up closes*
6. PWA reloads, not signed in

The whole process:
https://user-images.githubusercontent.com/29828269/188931228-f2cf44aa-cb13-4ac5-8984-cdf6bfb7bbff.MOV

The output log after (it is visible for a frame or two before the PWA reloads):
![image](https://user-images.githubusercontent.com/29828269/188931359-2a3496c5-6854-4c3c-8762-b8440ae3c210.png)

None of the other log messages I managed to catch seemed of note
Repository: transformers
Issue: Follow ups to DocumentQuestionAnswering Pipeline
Labels: Good First Issue

### Feature request

PR https://github.com/huggingface/transformers/pull/18414 has a number of TODOs left over which we'd like to track as follow up tasks.

## Pipeline
- [x] Add support for documents which have more than the tokenizer span (e.g. 512) words
- [ ] Add support for multi-page documents (e.g. for Donut, we need to present one image per page)
- [x] Rework use of tokenizer to avoid the need for `add_prefix_space=True`
- [x] Re-add support for Donut
- [ ] Refactor Donut usage in the pipeline or move logic into the tokenizer, so that pipeline does not have as much Donut-specific code

## Testing
- [ ] Enable `test_small_model_pt_donut` once `hf-internal-testing/tiny-random-donut` is implemented

## Documentation / Website
- [x] Add DocumentQuestionAnswering demo to [Hosted Inference API](https://huggingface.co/impira/layoutlm-document-qa) so that model demos work
- [ ] Add tutorial documentation to [Task Summary](https://huggingface.co/docs/transformers/v4.21.3/en/task_summary#question-answering)

### Motivation

These are follow ups that we cut from the initial scope of PR #18414.

### Your contribution

Happy to contribute many or all of these.
Repository: flutter
Issue: Create a recipe to run a devicelab test using a custom engine hash
Labels: c: new feature,team-infra,P2,triaged-infra

Sometimes the devicelab has a flake or failure that's specific to Dart or engine code. We'd like to be able to do `led` runs with an instrumented engine or Dart binary, but can't necessarily commit that code to the repo because it would affect customers negatively and/or violate our style guide.

Alternatively, sometimes an engine change is believed to affect the devicelab, and this would make it a little easier to do experimental runs on actual devicelab hardware.

The recipe would have to be something like the `engine.py` but also take an argument to fetch a specific (compatible) framework revision and invoke a specified devicelab task.

An alternative considered is to build the engine and then check it into the framework and hack the tool to use that, but this would be more single-purpose and pretty ugly.

@zanderso fyi
Repository: vscode
Issue: Connecting via code-server shows the cwd in the terminal tab incorrectly
Labels: bug,remote,terminal-tabs

The path shown is the workspace root so it shouldn't be showing (macOS -> Windows):

<img width="323" alt="Screen Shot 2022-09-07 at 10 58 34 am" src="https://user-images.githubusercontent.com/2193314/188946881-1ab15936-b8fa-467f-96aa-756f6b8191ed.png">
Repository: deno
Issue: WebSocket: configure the maximum message size
Labels: suggestion,ext/websocket

I see in the codebase that the WebSocket server has some size limitations for its payloads. More specifically, [the message size is limited to 128 MiB.](https://github.com/denoland/deno/blob/429759fe8b4207240709c240a8344d12a1e39566/ext/websocket/lib.rs#L97-L98)

It would be great to make this configurable, [maybe via the `UpgradeWebSocketOptions` interface?](https://doc.deno.land/deno/stable/~/Deno.UpgradeWebSocketOptions) We could add a new field `maxMessageSize?: number`

What do you think about that?
Repository: angular
Issue: Expose host binding info to template diagnostics
Labels: feature,area: compiler,Accessibility,feature: in backlog

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Many a11y checks would be enabled if we could analyze the host bindings of any directives on a node.

This would enable Extended Diagnostics to look at host bindings as well as the static template values, which enables better a11y diagnostics like:
- https://github.com/angular/angular/issues/46673
- https://github.com/angular/angular/issues/46670
- https://github.com/angular/angular/issues/46669

as well as additional context like:
- checking <div> is not used as an interact-able element (as a bad button replacement)
- invalid nesting (e.g. div inside h2)
+ more!
Repository: godot
Issue: Vulkan: Non-directional lights with size > 0 shining on material with zero roughness results in broken specular lobes
Labels: bug,topic:rendering,topic:3d

*Related to https://github.com/godotengine/godot/issues/68464.*

### Godot version

v4.0.alpha16.official [86dd3f312]

### System information

Arch Linux, Vulkan Clustered, Nvidia 1660(Nvidia open driver 515.65.01-11)

### Issue description

![Screenshot_20220908_025531](https://user-images.githubusercontent.com/25323231/188965305-565896b6-614d-482a-9fa4-5a6b7eb480f8.png)

Note: issue is more visible when the camera is close to the specular lobes.

### Steps to reproduce

1. Add a mesh and assign it a material with zero roughness. Currently only tested with a sphere.
2. Add an omnilight with size > 0 and shine it on the mesh

### Minimal reproduction project

[Lighting problem.zip](https://github.com/godotengine/godot/files/9509274/Lighting.problem.zip)
Repository: PowerToys
Issue: What's new page should show info up to current version or show what the current version is
Labels: Idea-Enhancement,Area-OOBE,Needs-Triage

### Description of the new feature / enhancement

Seeing what's new page is misleading since user thinks they have that version shown at the top of the news.
Should show news items up to the installed version or mention that one has older version

### Scenario when this would be used?

important to not mislead user into thinking they have latest version

### Supporting information

_No response_
Repository: godot
Issue: Crash in VulkanContext::prepare_buffers while starting the editor
Labels: bug,topic:rendering,topic:editor,needs testing,crash

### Godot version

4.0 master e2372af1

### System information

- Windows 10
- Vulkan
- GTX 3080Ti
- Ryzen 3800X
- nVidia Driver 516.40
- VS2019, MSVC

Build command was:
`scons -j 12 platform=windows target=release_debug`

### Issue description

Occasional crash on starting the editor, about once in every 20-30 starts. 

I'm working on another issue, so have to start Godot a lot. The problem happens before loading the project selector dialog, so it does not depend on the project backend setting.

Relevant traceback:
```log
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.0.alpha.custom_build
Dumping the backtrace. Please include this when reporting the bug on: https://github.com/godotengine/godot/issues
[0] vk_optimusGetInstanceProcAddr
[1] VulkanContext::prepare_buffers (R:\godot\drivers\vulkan\vulkan_context.cpp:2044)
[2] RenderingDeviceVulkan::prepare_screen_for_drawing (R:\godot\drivers\vulkan\rendering_device_vulkan.cpp:9189)
[3] RendererViewport::draw_viewports (R:\godot\servers\rendering\renderer_viewport.cpp:741)
[4] RenderingServerDefault::_draw (R:\godot\servers\rendering\rendering_server_default.cpp:92)
[5] Main::iteration (R:\godot\main\main.cpp:3017)
[6] OS_Windows::run (R:\godot\platform\windows\os_windows.cpp:907)
[7] widechar_main (R:\godot\platform\windows\godot_windows.cpp:179)
[8] _main (R:\godot\platform\windows\godot_windows.cpp:203)
[9] main (R:\godot\platform\windows\godot_windows.cpp:215)
[10] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[11] BaseThreadInitThunk
-- END OF BACKTRACE --
```

Full log: [godot.log](https://github.com/godotengine/godot/files/9522153/godot.log)

Got the problem 3 times today, this time I captured the output to a log file, so can post a bug report.

### Steps to reproduce

Make a local build from that master revision. Start the Godot editor many times from a command prompt with the `-d -v` options. It should eventually happen. The options used may not have to do anything with it, I just used them when it happened.

### Minimal reproduction project

The problem does not depend on the project, the editor does not get to the point of loading one.
Repository: flutter
Issue: Engine and Embedders should gracefully handle GPU device loss
Labels: engine,e: embedder,c: rendering,P2,team-engine,triaged-engine

All graphics APIs can enter a state where the GPU context is no longer usable. Intermittent hardware failures, device driver upgrades, etc. can occur while a Flutter application is running. Flutter does not handle these events gracefully and there is no way to restore rendering once this occurs.

The engine and embedder should be able to notify each other that a device loss event has occurred, and should be able to help recover from it. Furthermore, it may be worthwhile to allow the embedder to temporarily switch to software rendering, especially when a GPU is unavailable for an extended period of time. This can happen when "fresh installing" a GPU driver, where the previous driver is uninstalled and the new driver is installed. This may also happen if an application is rendering on a GPU that gets physically removed from the system (eGPUs, Surface Book with GPU in keyboard come to mind).

This may have implications for lost GPU resident resources, like those produced by `toGpuImage`. Preferably there should be a way to identify these cases on the Flutter side so the application can handle them. For example, it may involve re-decoding an image or re-rastering a scene.
Repository: godot
Issue: Cannot directly code the minimum integer, it'll get changed
Labels: bug,topic:gdscript,confirmed

### Godot version

3.5.0

### System information

Linux

### Issue description

When trying to directly code the minimum signed 64-bit integer (-9223372036854775808) in GDScript, the Godot editor will complain that you can't represent that number as a signed 64-bit integer. If you try to run that line anyways, that value will be transformed into -9223372036854775807 , 1 larger than the minimum signed 64-bit integer and equal to INT_MAX*-1.

-9223372036854775807-1 does result in the expected INT_MIN value.

While this value is uncommon as an ordinary value, INT_MAX and INT_MIN are useful values to indicate a problem of some sort. It's an easy workaround, but it is still a bug.

### Steps to reproduce

Assign a const a value of -9223372036854775808. Look at the error code, then print out the const and see that the value has changed.

### Minimal reproduction project

[minimal_example.zip](https://github.com/godotengine/godot/files/9522178/minimal_example.zip)
Repository: pytorch
Issue: Autograd will take `init` module API into account when using `jit`
Labels: oncall: jit

### 🐛 Describe the bug

As mentioned in doc,
> All the functions in this module (`init`) are intended to be used to initialize neural network parameters, so they all run in :func:`torch.no_grad` mode and will not be taken into account by autograd.

However, autograd will take `init` module API into account when using `jit`.

```py
import torch

def fn(input):
    return torch.nn.init.ones_(input)

input = torch.rand([4])
jit_fn = torch.jit.trace(fn, (input.clone(), ))

fn(input.clone().requires_grad_()) # work
jit_fn(input.clone().requires_grad_())
# RuntimeError: a leaf Variable that requires grad is being used in an in-place operation.
```

### Versions

pytorch: 1.12.1
Repository: PowerToys
Issue: Error when using Key Mapping to map F3
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.61.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

In Remap Keys, 
1. Physical Key = F3
2. Mapped To = Ctrl (Left) W

![image](https://user-images.githubusercontent.com/113072487/189005254-bfdc2be1-82fc-41bf-9808-42dff52afe65.png)
![image](https://user-images.githubusercontent.com/113072487/189005360-fe146003-4d4c-4bf3-8ba9-31690d5afc72.png)



### ✔️ Expected Behavior

That F3 would be remapped to Ctrl W

### ❌ Actual Behavior

Get message: Warning: The following keys do not have assignments: F3

### Other Software

None
Repository: ant-design
Issue: onSearch is broken on <Input.Search> with Gboard
Labels: Inactive,📱Mobile Device,⌨️ Accessibility

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/n0ll0v)

### Steps to reproduce

1. Download Gboard https://play.google.com/store/apps/details?id=com.google.android.inputmethod.latin on an Android Phone
2. Open the codesandbox link, which is a default demo for <Input.Search>
3. Type anything in any of the search inputs and press enter on the Gboard.

### What is expected?

onSearch function should be triggered and you should have see output in console.log

### What is actually happening?

`composedRef` at https://github.com/ant-design/ant-design/blob/master/components/input/Search.tsx#L45 is not updated properly. Pressing enter is somehow trigger a `tab` action. As you can see in the demo, press enter is actually moving the focus to the next input search box.

| Environment | Info |
| --- | --- |
| antd | 4.23.0 |
| React | 16.14.0 |
| System | Android 13 |
| Browser | Chrome 104.0.5112.97 |

---
It was working in 4.20.0 and broken in 4.20.1, potentially broke at https://github.com/ant-design/ant-design/pull/35164

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request] Specifying different prompts for individual batches when SD upscaling
Labels: enhancement

When using SD upscale and a upscaler to create high-res images, depending on the image, the same prompt may not work for every batch.
It would be great to somehow specify different prompts for the individual batches.