sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: Not all props are being generated in controls for a certain component
Labels: bug,needs triage

**Describe the bug**
Not all props are being generated in controls for a certain component.

![image](https://user-images.githubusercontent.com/95210075/189325240-52b33818-cd39-4127-a9cd-d9202f23522d.png)

**To Reproduce**

```

export type ButtonProps = {
	variant?: ButtonVariant;
	color?: ButtonColor;
	size?: ButtonSize;
	loading?: boolean;
	component?: "button";
	innerRef?: Ref<any>;
	active?: boolean;
	startIcon?: string;
	endIcon?: string;
} & React.ButtonHTMLAttributes<HTMLButtonElement>;

export const Button = forwardRef(
	(
		{
			children,
			variant = "contained",
			color = "primary",
			size,
			className,
			disabled,
			active,
			component = "button",
			loading = false,
			type = "button",
			innerRef,
			startIcon,
			endIcon,
			...rest
		}: ButtonProps,
		ref
	) => {
		const accessabilityNames = () => {
			const accessabilityObj: ButtonAccessability = {};

			if (typeof children === "string") {
				return {
					"aria-label": children,
					title: children,
				};
			}

			if (rest.title) {
				accessabilityObj.title = rest.title;
				accessabilityObj["aria-label"] = rest["aria-label"];
			}

			if (rest["aria-label"]) {
				accessabilityObj.title = rest["aria-label"];
			}

			return accessabilityObj;
		};

		return React.createElement(
			component,
			{
				ref: innerRef || ref,
				className: classNames(
					{
						btn: true,
						disabled: disabled || loading,
						active,
					},
					formatButtonVariantAndColor(variant, color),
					size && formatBtnSize(size),
					className
				),
				type: type,
				disabled: disabled || loading,
				role: "button",
				...accessabilityNames(),
				...rest,
			},
			<>
				{startIcon && <Icon icon={startIcon} />}
				{children}
			</>
		);
	}
);

```
```
module.exports = {
	stories: ["../src/**/*.stories.mdx", "../src/**/*.stories.@(js|jsx|ts|tsx)"],
	addons: ["@storybook/addon-links", "@storybook/addon-essentials", "@storybook/addon-interactions", "@storybook/preset-scss"],
	framework: "@storybook/react",
	core: {
		builder: "@storybook/builder-webpack5",
	},
	typescript: {
		reactDocgen: "react-docgen-typescript",
		reactDocgenTypescriptOptions: {
			compilerOptions: {
				allowSyntheticDefaultImports: false,
				esModuleInterop: false,
			},
		},
	},
};
```

```
export default {
	title: "Button",
	component: ButtonComponent,
};

const Template = (args: any) => <ButtonComponent {...args}>Button</ButtonComponent>;

export const Button = Template.bind({});

Button.args = {
	startIcon: "",
	endIcon: "",
};
```


**Additional context**
I don't have issues with other components, even those using forwardRef, so was wondering what might be causing the issue.
Repository: PowerToys
Issue: Quick Accent Features Suggestion
Labels: Needs-Triage

### Description of the new feature / enhancement

Another method of activating Quick Accent:
- To activate a specific letter's toolbar, hold the letter **without** additional keys, like the space bar or arrow keys.

An alternative way of displaying the toolbar:
- Make the accented letters appear **just above** the key we have pressed.

A different way of triggering the accented character:
- To select an accented character, press the number triggering it

In other words, a behavior similar to that of macOS.

![image](https://user-images.githubusercontent.com/74060712/189334953-2f468dcd-e1df-4a32-bc76-1ba8cfc7ba22.png)


### Scenario when this would be used?

For users who...
- regularly switch between Windows PCs and Macs 
- are accustomed to the behavior of macOS
- are not interested in learning another keyboard layout

### Supporting information

_No response_
Repository: vscode
Issue: Command palette and customize layout hide behind the WCO
Labels: bug,workbench-os-integration,titlebar,confirmed

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version:VSCODE 1.71.0
- OS Version: Windows 10

Steps to Reproduce:
1. reduce the size of the vscode window and try to open the command bar or customize layout
![image](https://user-images.githubusercontent.com/50770619/189340512-80645f08-f8ae-4d37-a8ca-99722d8b9fc1.png)
Repository: pytorch
Issue: Allow passing dict (as opposed to OrderedDict) to nn.Sequential
Labels: module: nn,triaged,needs research

Feature request: `torch.nn.Sequential` now accepts `collection.OrderedDict` as a way of naming the modules it contains. However, since vanilla `dict` is ordered in python>=3.7 and pytorch currently targets python>=3.7, passing a `dict` should be accepted (ideally, any map str->nn.Module). Currently this throws an error (nn.Sequential insists on collections.OrderedDict).

cc @albanD @mruberry @jbschlosser @walterddr @kshitij12345 @saketh-are
Repository: rust
Issue: `-Zexport-executable-symbols` alone does not export symbols
Labels: T-compiler,C-bug,F-export_executable_symbols

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried:

```rust
#[no_mangle]
pub fn exported() {}
```

building with:

`rustc -Zexport-executable-symbols --crate-type bin`

I expected to see this happen: 

    `exported` is in the list of dynamic symbols

Instead, this happened: 

    no symbol is exported

in addition, this test case here: https://github.com/rust-lang/rust/blob/98f3001eecbe4cbd091c10ffab45b4c164bb507b/src/test/run-make/export-executable-symbols/Makefile#L10

is insufficient, as `nm` prints out every symbol, not only the exported ones.

### Meta

Tested on:

* `rustc 1.65.0-nightly (c07a8b4e0 2022-08-26)`
* `rustc 1.65.0-nightly (c2804e6ec 2022-09-07)`
Repository: transformers
Issue: Encoder-decoder model is not working correctly for the latest versions
Labels: WIP,bug

### System Info

transformers==4.2.1

### Who can help?

@patrickvonplaten

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X ] My own task or dataset (give details below)

### Reproduction

Hi,

I'm working with a seq2seq problem,  in particular with `EncoderDecoderModel` model. The problem is that I can't have good results with the latest version (**4.21.3**). I also tried with **4.18.0** because of [this](https://github.com/huggingface/blog/issues/292#issuecomment-1122666099) but didn't work either.  It is however working when using version **4.2.1**

I have made an [public notebook](https://colab.research.google.com/drive/1obQcmRdX89eWJfk_qUMcxa4pBSPIc53X?usp=sharing) you can run to see the issue. Is an example to train a model to generate the written digits, given a number. 




### Expected behavior

You works nicely with version **4.2.1**, but very bad with the most recent versions.
Repository: neovim
Issue: Allow to provide custom query for `get_captures_at_position` and `get_captures_at_cursor`
Labels: enhancement,treesitter

### Feature already in Vim?

_No response_

### Feature description

`get_captures_at_position` and `get_captures_at_cursor` functions are added in #20093. It looks like they can return only captures from highlighter. It would be useful to allow specifying custom query for cases where simple `get_node_at_cursor` is not enough. In this case I write a custom query for e.g. conditions what snippets can be expanded here, conditions for auto-pairs etc.
Repository: godot
Issue: [C#] Can´t change a C# Node variable to null in GDscript
Labels: bug,topic:dotnet,regression

### Godot version

v3.5.stable.mono

### System information

Arch Linux

### Issue description

You can't assign null from GDScript to a variable with the type Node in a C# script.

For example you have this code in C#:
```c#
using Godot;

public class MyNode : Node2D
{
	public Node my_var = new Node();
}
```

And you are trying to change this value from GDScript to null:
```gdscript
func _ready():
	$MyNode.my_var = null
```

The value of my_var would not be set to null but remain. This procedure worked in previous versions of Godot.


### Steps to reproduce

1. Create a Node with code in C#.
2. Create a variable in that C# script with the type Node. Assign any Node to this variable.
3. Create a second Node with code in GDScript.
4. Try to assign null to the variable of the first Node from the second Node.
5. Check if the variable has been set to null. You will see that it hasn't.

### Minimal reproduction project


[ChangingToNull.zip](https://github.com/godotengine/godot/files/9536216/ChangingToNull.zip)
Repository: material-ui
Issue: [Dialog] `DialogTitle` should use h1 instead of h2
Labels: accessibility,discussion,component: dialog

### Current behavior 😯

Dialog and DialogTitle generates this HTML
```html
<div class="MuiPaper-root MuiPaper-elevation MuiPaper-rounded MuiPaper-elevation24 MuiDialog-paper MuiDialog-paperScrollPaper MuiDialog-paperWidthSm css-1t1j96h-MuiPaper-root-MuiDialog-paper" role="dialog" aria-labelledby=":r3:">
   <h2 class="MuiTypography-root MuiTypography-h6 MuiDialogTitle-root css-bdhsul-MuiTypography-root-MuiDialogTitle-root" id=":r3:">Title</h2>
</div>
```


### Expected behavior 🤔

```html
<div class="MuiPaper-root MuiPaper-elevation MuiPaper-rounded MuiPaper-elevation24 MuiDialog-paper MuiDialog-paperScrollPaper MuiDialog-paperWidthSm css-1t1j96h-MuiPaper-root-MuiDialog-paper" role="dialog" aria-labelledby=":r3:">
   <h1 class="MuiTypography-root MuiTypography-h6 MuiDialogTitle-root css-bdhsul-MuiTypography-root-MuiDialogTitle-root" id=":r3:">Title</h1>
</div>
```


### Steps to reproduce 🕹

```js
import React from "react";
import { Dialog, DialogTitle } from "@mui/material";

export default function App() {
  return (
    <>
      <Dialog open={true}>
        <DialogTitle>Title</DialogTitle>
      </Dialog>
    </>
  );
}
```


### Context 🔦

Dialogs should have their owner heading hierarchy, starting with h1. This is important for screen readers.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 12.5.1
  Binaries:
    Node: 18.7.0 - /opt/homebrew/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 8.15.0 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 105.0.5195.102
    Edge: Not Found
    Firefox: 104.0.1
    Safari: 15.6.1
  npmPackages:
    @emotion/react: ^11.10.0 => 11.9.3 
    @emotion/styled: ^11.10.0 => 11.9.3 
    @mui/base:  5.0.0-alpha.96 
    @mui/codemod:  5.10.4 
    @mui/core-downloads-tracker:  5.10.4 
    @mui/docs:  5.10.3 
    @mui/envinfo:  2.0.6 
    @mui/icons-material:  5.10.3 
    @mui/joy:  5.0.0-alpha.44 
    @mui/lab:  5.0.0-alpha.98 
    @mui/markdown:  5.0.0 
    @mui/material:  5.10.4 
    @mui/material-next:  6.0.0-alpha.52 
    @mui/private-theming:  5.10.3 
    @mui/styled-engine:  5.10.4 
    @mui/styled-engine-sc:  5.10.3 
    @mui/styles:  5.10.3 
    @mui/system:  5.10.4 
    @mui/types:  7.2.0 
    @mui/utils:  5.10.3 
    @mui/x-data-grid:  5.15.2 
    @mui/x-data-grid-generator:  5.15.2 
    @mui/x-data-grid-premium:  5.15.2 
    @mui/x-data-grid-pro:  5.15.2 
    @mui/x-date-pickers:  5.0.0-beta.5 
    @mui/x-date-pickers-pro:  5.0.0-beta.5 
    @mui/x-license-pro:  5.15.0 
    @types/react: ^18.0.17 => 18.0.14 
    react: ^18.2.0 => 18.2.0 
    react-dom: ^18.2.0 => 18.2.0 
    styled-components:  5.3.5 
    typescript: ^4.8.2 => 4.6.4 
```
</details>
Repository: godot
Issue: Make the editor convert `project.binary` to `project.godot` then remove it to prevent double-configuration file issues
Labels: bug,topic:editor

### Godot version

3.5

### System information

Window 10

### Issue description

When I try to create a class with the keywork class_name I get the error "Parser Error: Unknown class" (the problem does not occur when I use a link to the script or instead of a name of class).

I've been working on this project for several days, the keyword class_name worked correctly until now, but I had a problem that forced me to recreate the project from a build using -> https://github.com/bruvzg/gdsdecomp
I think the problem appeared at that time (everything else works fine).

I don't know if this is a problem that can happen in "normal" circumstance.

Gif to illustrate the problem:
![](https://i.imgur.com/THuMkRq.gif)

### Steps to reproduce

No idea

### Minimal reproduction project

https://we.tl/t-FHNswYJxSd
*Bugsquad edit: Persistent mirror: [BugClass.zip](https://github.com/godotengine/godot/files/9537120/BugClass.zip)*
Repository: rust
Issue: Add help for missing `(` / `{` or incorrect overload delimiter in decl macros
Labels: A-diagnostics,T-compiler

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code: [link](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=90aaf595a885b4072bd9b8a4a2ff028c)

```rust
macro_rules! out1 {
    $input:expr => {
        println!("{}", $input);
    };
}

macro_rules! out2 {
    ($input:expr) => println!("{}", $input);
}

macro_rules! out3 {
    ($input:expr) => {
        println!("{}", $input);
    },

    ($input:expr, $input2:expr) => {
        println!("{}", $input);
        println!("{}", $input2);
    }
}

fn main() {
    out1!(1);
    out2!(2);
    out3!(3, 4);
}
```

The current output is:

```
   Compiling playground v0.0.1 (/playground)
error: no rules expected the token `input`
 --> src/main.rs:2:6
  |
2 |     $input:expr => {
  |      ^^^^^ no rules expected this token in macro call

error: no rules expected the token `!`
 --> src/main.rs:8:29
  |
8 |     ($input:expr) => println!("{}", $input);
  |                             ^ no rules expected this token in macro call

error: no rules expected the token `,`
  --> src/main.rs:14:6
   |
14 |     },
   |      ^ no rules expected this token in macro call

error: could not compile `playground` due to 3 previous errors
```

<!-- The following is not always necessary. -->
Out1: Ideally the output should include a help suggestion to wrap the macro lhs with parentheses or braces (not sure which is more idiomatic, or it depends on use case)(don't think `[]` should be suggested in any use case though)

Out2: Ideally the output should include a help suggestion to wrap the macro rhs with parentheses or braces

Out3: Since the macro overload syntax is somewhat similar to that of `match`, when the delimiter between overloads is written incorrectly using `,` the output should ideally include a help suggestion to change `,` to `;` 

<!--
If the problem is not self-explanatory, please provide a rationale for the
change.
-->

<!--
If dramatically different output is caused by small changes, consider also
adding them here.

If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions. The output might also be
different depending on the Edition.
-->
Repository: PowerToys
Issue: Access to PowerToys thru PowerShell
Labels: Idea-Enhancement,Area-Runner,Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

The feature would allow users to control or change settings of PowerToys thru using cmdlets. Most basic feature would allow users to enable/disable a PowerToy.

### Scenario when this would be used?

Windows Task Manager could be set up to change a PowerToy settings or enable/disable a PowerToy.

### Supporting information

_No response_
Repository: rust
Issue: Poor recovery from `pub let x = ...`
Labels: A-diagnostics,T-compiler

Given [the following code:](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=f62e9c6ce061d4d5268d9fecd91a802e)

```rust
fn main() {
    pub let x = 123;
}
```

The current output is:

```
error: visibility `pub` is not followed by an item
 --> src/main.rs:2:5
  |
2 |     pub let x = 123;
  |     ^^^ the visibility
  |
  = help: you likely meant to define an item, e.g., `pub fn foo() {}`

error: expected expression, found statement (`let`)
 --> src/main.rs:2:9
  |
2 |     pub let x = 123;
  |         ^^^^^^^^^^^
  |
  = note: variable declaration using `let` is a statement

error[E0658]: `let` expressions in this position are unstable
 --> src/main.rs:2:9
  |
2 |     pub let x = 123;
  |         ^^^^^^^^^^^
  |
  = note: see issue #53667 <https://github.com/rust-lang/rust/issues/53667> for more information
```

The latter two errors are redundant and confusing given the first. It seems like the compiler is trying to recover by parsing the tokens following `pub` as an _expression_, thus disallowing `let`, but there's no obvious reason to do that. whereas parsing them as a _statement_ would be more useful and more analogous to the item syntax.

I propose one or both of the following improvements:

* After encountering `pub` not followed by an item, try recovery by parsing as a statement, as if the `pub` token was absent. (This should be sufficient to produce only one, meaningful, error message in this situation.)
* Detect `pub let` specifically, and suggest either `let` or `pub static/const`. (This might be part of a general improvement to handling confusion between items and statements — #92615.)

Possible output would be:

```
error: visibility does not apply to `let` statements
 --> src/main.rs:2:5
  |
2 |     pub let x = 123;
  |     ^^^ the visibility
  |
  = help: remove the `pub`
```

rustc version: 1.63.0 stable. On nightly, a fourth error related to the let-expression interpretation is emitted.

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Repository: next.js
Issue: SWC compilation error - "Module parse failed: Duplicate export '_ref'" - Multiple Exported Destructure
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

 Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.2.0: Sun Nov 28 20:28:41 PST 2021; root:xnu-8019.61.5~1/RELEASE_ARM64_T6000
    Binaries:
      Node: 14.18.3
      npm: 6.14.15
      Yarn: 1.22.17
      pnpm: N/A
    Relevant packages:
      next: 12.3.1-canary.0
      eslint-config-next: 12.3.0
      react: 18.2.0
      react-dom: 18.2.0


### What browser are you using? (if relevant)

Chrome 105.0.5195.102

### How are you deploying your application? (if relevant)

next dev, next start

### Describe the Bug

SWC is improperly reusing a transpiled local variable and causing an error when there are multiple exported multi-destructured lines. Seemingly also the right side of the `=` of the destructuring seems to matter. Using a function that also destructures within seems to help recreate. 

#### The Code That Breaks
So this extra little bit of code:
```js
const fn = fn => []

export const [JobDetailsProvider, useJobDetails] = fn(() => {
  const { ...query } = {}
})

export const [CandidatesProvider, useCandidates] = fn(() => {
  const { ...query } = {}
})
```
causes this runtime error:

<img width="698" alt="image" src="https://user-images.githubusercontent.com/168046/189418640-4d6e67fb-335e-46ae-a48f-36b07584519b.png">

#### Interesting Changes that Fix it

If you make this change to just one of the lines...

```diff
-  const { ...query } = {}
+  const foo = {}
```
OR this change to just one of the lines...
```diff
- export const [JobDetailsProvider, useJobDetails] = fn(() => {
+ export const foo = fn(() => {
```
...the error goes away.

#### More Info

I have a very minimal reproduction that should be easy enough to debug by a SWC transpilation expert.

There is an SWC issue fixed in 2019 that seems similar-ish: https://github.com/swc-project/swc/issues/317

### Expected Behavior

No transpilation error. It is a very common pattern for libraries like `constate` to export multiple destructured variables.

### Link to reproduction

https://github.com/timkindberg/nextjs-swc-bug

### To Reproduce

1. Clone the repo
2. Run `yarn dev`
Repository: go
Issue: x/vuln: decentralized option
Labels: NeedsInvestigation,vulncheck or vulndb

(This is a suggestion, which the Go blog post about vuln asked for and linked to here, so I'm ignoring the issue template.)

While I like that vuln reports are tailored and cleaned up by the Go Team, I think the community would be best served with an option for a decentralized solution, at least as a fallback, similar to how the module proxy and sum database work.

Module authors should be able to publish their own vuln determinations as part of the module or package itself, and those publications should be able to be extracted as part of the module/package info. That way the community isn't reliant on the Go Team to communicate and manage vulns.
Repository: ant-design
Issue: Table - Column filters are not keyboard operable/focusable
Labels: Inactive,⌨️ Accessibility

### Reproduction link

[https://ant.design/components/table/#components-table-demo-head](https://ant.design/components/table/#components-table-demo-head)

### Steps to reproduce

Hit "tab" key, navigating through focusable table elements.

### What is expected?

Like sortable columns, column filter buttons should be keyboard focusable.

### What is actually happening?

Column filter buttons are not keyboard focusable (because they have a tabindex of -1).

| Environment | Info |
| --- | --- |
| antd | 4.23.1 |
| React | 17 |
| System | latest |
| Browser | chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: [Run] Global sort order score modifier seems to have no effect
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.62.0

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

As far as i can tell:

- Have both Shell and Program enabled
- Enable "Include in global result" for both
- Set the "Global sort order score modifier" to 0 or above for Program, and lower for Shell, 
- Search for any application

### ✔️ Expected Behavior

The Program should be the top result, especially if there's a full exact match.

### ❌ Actual Behavior

Shell is always the top result, even with extreme sort score modifiers

![](https://i.laundmo.com/tENe0/tuFugoHU18.png/raw)

In fact, this seems to be an issue across the board, with the sort score modifier not affecting the sorting much at all. This is just the best or most clear example I could find. I suspect an underlying issue affecting the ordering as a whole and not just these specific Plugins.

### Other Software

_No response_