sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: storybook
Issue: ArgsTable breaks if the component's displayName doesn't match its export name
Labels: bug,has workaround,typescript,block: argstable

**Describe the bug**
If a story for a React component renders an `ArgsTable` block, and the component's `displayName` doesn't match its export name, then the `ArgsTable` will render this error instead of the component's props:

> No inputs found for this component.

**To Reproduce**
https://github.com/TrevorBurnham/sb-displayname-breaks-argstable

**System**
>  Environment Info:
>
>    System:
>      OS: macOS 11.4
>      CPU: (16) x64 Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz
>    Binaries:
>      Node: 15.10.0 - ~/.volta/tools/image/node/15.10.0/bin/node
>      Yarn: 2.4.2 - ~/.volta/tools/image/yarn/1.22.10/bin/yarn
>      npm: 7.5.3 - ~/.volta/tools/image/node/15.10.0/bin/npm
>    Browsers:
>      Chrome: 91.0.4472.114
>      Firefox: 88.0.1
>      Safari: 14.1.1
>    npmPackages:
>      @storybook/addon-actions: ^6.4.0-alpha.3 => 6.4.0-alpha.3 
>      @storybook/addon-docs: ^6.4.0-alpha.3 => 6.4.0-alpha.3 
>      @storybook/addon-essentials: ^6.4.0-alpha.3 => 6.4.0-alpha.3 
>      @storybook/addon-links: ^6.4.0-alpha.3 => 6.4.0-alpha.3 
>      @storybook/react: ^6.4.0-alpha.3 => 6.4.0-alpha.3 

**Additional context**
This issue doesn't occur when the `ArgsTable` is created implicitly as part of the default `DocsPage` behavior. I've only been able to replicate it when rendering an `ArgsTable` directly using the `docs.page` parameter.

I was able to work around the issue in my project by forcing react-docgen-typescript to use the expression name as the component name:

```js
// in .storybook/main.js
module.exports = {
  // ...
  typescript: {
    reactDocgenTypescriptOptions: {
      componentNameResolver: (expression) => {
        return expression.getName();
      },
    }
  }
}
```

However, this has the unwanted side effect of causing the expression name to be used instead of the `displayName` in example code as well.
Repository: realworld
Issue: Use distinct URLs for tabs and pagination [RFC]
Labels: v2 changelog

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# 🚀 feature request

### Relevant scope
What is the scope of this request?

<!-- Please check the one that applies to this PR using "x". -->

- [X] Frontend specs
- [ ] Backend specs
- [ ] Other... Please describe:


### Description
<!-- ✍️--> A clear and concise description of the problem or missing capability...

Currently, the following all fall under the same root URL `/` for example:

- "Your Feed" vs "Global Feed" tabs
- Filter by tag
- Pagination of the above as you go to the next pages

This would be very bad in a real website however because:

- it likely prevents full crawling of all articles from such indices. The crawler likely sees `href="/"` and thinks: done that already
- it's just annoying for users, as it produces pages that you just can't link to, e.g. the global article list page is unlikable to a logged in user

Another disadvantage is that this makes it impossible to have a compliant frontendless implementation that just renders everything on the server like the good old days.

Maybe there is a use case for content transitions without URL changes, and it would be good to demonstrate it if so, but these are not it.

It is worth noting however that there is a case where tabs have distinct URLs:

- https://demo.realworld.io/#/@cirosantilli0
- https://demo.realworld.io/#/@cirosantilli0/favorites

### Describe the solution you'd like
<!-- ✍️--> If you have a solution in mind, please describe it.

Maybe:

- Your Feed: `/`(unchanged)
- Global Feed: `/all`. Also still visible under `/` to the logged out user.
- Tags: `/tag/[tag]`
- Pagination: `/?page=2`, `/all?page=2`, `/tag/mytag?page=2`

### Describe alternatives you've considered
<!-- ✍️--> Have you considered any alternative solutions or workarounds?
Repository: godot
Issue: Vulkan: LightmapGI energy not implemented (unlike BakedLightmapData in `3.x`)
Labels: enhancement,topic:rendering,topic:3d

See also https://github.com/godotengine/godot/issues/49935 and https://github.com/godotengine/godot/issues/50568.

### Godot version

4.0.dev (659178e85)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 465.31)

### Issue description

In the `master` branch, baked lightmaps cannot have their intensity modulated by an Energy parameter. This is available in `3.x`, and it affects both the lightmap itself and dynamic object probes there.

Adjusting the lightmap's energy is not physically accurate, but it can be used for special effects, last-minute corrections or to adjust world brightness without any performance cost (unlike the Adjustments section in Environment).

### Steps to reproduce

Look for a lightmap energy property (as is present in `3.x`).

### Minimal reproduction project

[test_lightmap_normalmap.zip](https://github.com/godotengine/godot/files/6720846/test_lightmap_normalmap.zip)
Repository: godot
Issue: OS.alert() not blocking execution on Android and iOS
Labels: bug,platform:ios,platform:android,topic:porting,confirmed

### Godot version

 v3.3.stable.official

### System information

Ubuntu 20.04.2 LTS

### Issue description

According to the documentation from OS.alert():

> Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed.

This (blocking execution) is not happening on the android exported version of my code:

```
var locale = Settings.get_locale()
match locale:
  'en':
    OS.alert('Thank you!')
  'es':
    OS.alert('¡Gracias!')
_:
    OS.alert('Obrigado!')
queue_free()
```

queue_free() is called immediately.
Did I get something wrong?

### Steps to reproduce

```
var locale = Settings.get_locale()
match locale:
  'en':
    OS.alert('Thank you!')
  'es':
    OS.alert('¡Gracias!')
_:
    OS.alert('Obrigado!')
queue_free()
```

### Minimal reproduction project

_No response_
Repository: TypeScript
Issue: Bug: Circular references not allowed for template literal types
Labels: Suggestion,Awaiting More Feedback

# Bug Report

### 🔎 Search Terms

- circularly, template literal

Related issues: #43335.

### 🕗 Version & Regression Information

- This changed between versions 4.0.5 and 4.1.5 (different bug before)

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.3.4#code/PTAEE8HsFdQYwIYDtQAsEDcCm8CWAnOaAGwX1HywDMtKk4sBnUXFAF2gAdic3xOmAWABQfAaADySLBPwBZSJQCC+fAAYAPAGEAfKAC8oLaAA+oANpaANKAB09qTPmKsK9dp3mAul4DcIkFAkSDZedDYA4EjQMRxHWQVlVU1dAyNTC2tJaQSXNxSdP0jo3GYEYkZIUAxy3AATEVjsp0TXVQ80gFEADzhiaDqsDXjnJPddG11-YRE4SCRGNiDIToBbTj43AC4LL1AsbtCkOuYR1rcNAHIAKku9AH5QKnLGHB22fGgcQw+v6dn5otQN0AIw7M55do3O5pczQorCOYLJbdABM4Jyoza+Cutz0hjhtxs8OmSKB3QAzBiWpCcdD8RZocSiaB4SJogAjaBLADuqCwKCgsA+4FAyDqoDqVTY-NAjAQqzCrAA5qAebgZTEsOtSKFQMQNbRyjF+EwbELQMqsEtkPtVIpisJAgAiAAqprFBoQzEuEMoAGUPmpLnhCCQyMRRZQaHQGMwNa9iFRbM7HS73eJfZjWoH1CHSssllbpPhcHAU40PX6sLmUvtDgKTnKPiqGcYzAADAAkAG8tABfXvV2sefsd9lOsA8nCMVAwYgSjk4BAcngxKpSmKyleQbA2cVbgVoTA4LC2ZW2KxpsBkpbgMHNXIBj64mGGaHTQK3iDox9Y3OvgyNy3J+N6AneVJ-jmL70mkwEgROJRUKyWj5swMqnusfDNqWSDKjYGFihyu44AAVtAQKUHU0BxuuWzXlBLgjpcb6spcoHRCE-L4OqryHnKCo4MQkDKmWYrMOqmodtW+QdnKc4kBKCCcNw4BAA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
// you can have circular references in tuple types
type OneOrMoreArr0<C> = C | [C, ...OneOrMoreArr0<C>[]];
// note that
//
// type OneOrMoreArr0<C> = C | [C, OneOrMoreArr0<C>];
//
// is also valid
type OneOrMoreArr<C> = Exclude<OneOrMoreArr0<C>, C>;

const noEmptyArr: [] extends OneOrMoreArr<'*'> ? false : true = true;

const x1: OneOrMoreArr<'*'> = ['*'];
const x2: OneOrMoreArr<'*'> = ['*', '*'];
const x3: OneOrMoreArr<'*'> = ['*', '*', '*']

// but when you try and do the same thing with template literal types, you get an error
//
// "Type alias 'OneOrMoreStr0' circularly references itself."
//
// "Type 'OneOrMoreStr0' is not generic."
type OneOrMoreStr0<C extends string> = C | `${C}${OneOrMoreStr0<C>}`

// we should be able to do the above, and then have e.g.,
//
// const y1: OneOrMoreStr<'*'> = '*';
// const y2: OneOrMoreStr<'*'> = '**';
// const y3: OneOrMoreStr<'*'> = '***';


// if 'C' is the empty string, the above just reduces to:
//
// OneOrMoreStr0<''> = '';
//
// otherwise the same logic as with `OneOrMoreArr0` should apply
```

### 🙁 Actual behavior

<!-- What happened, and why it was wrong -->

You get the error:

```
    Type alias 'OneOrMoreStr0' circularly references itself.
    Type 'OneOrMoreStr0' is not generic.
```

### 🙂 Expected behavior

This should type check like with the tuple example - it's the same principle, just with template literals.
Repository: godot
Issue: Button shadow not rendered when button is out of view
Labels: bug,topic:rendering,topic:gui,topic:2d

### Godot version

4.0.dev (ce7f599)

### System information

Ubuntu 20.04 64 bit, RX560, Vulkan

### Issue description

In both the editor and when the game is run, a button's shadow will not be rendered if the button itself is out of view. 

### In editor
https://user-images.githubusercontent.com/57055412/123683689-82caa500-d81a-11eb-9e67-fc40a1a64319.mp4

### When game is run
https://user-images.githubusercontent.com/57055412/123683714-8e1dd080-d81a-11eb-8e2a-769c544b64a1.mp4



### Steps to reproduce

Open reproduction project.
Move editor camera/view slightly outside the edge of the button. (Button shadow should disappear at that point)

Run the project and use mouse to move the button just outside of view.

### Minimal reproduction project

[button_shadow.zip](https://github.com/godotengine/godot/files/6728413/button_shadow.zip)
Repository: TypeScript
Issue: Symbol properties should not be exempt from excess property checks in presence of a string index signature
Labels: Bug,Breaking Change,Fix Available,Rescheduled

In #44793, we found that a `symbol` index signature doesn't turn off excess property checks on `symbol`s; however, a *`string`* index signature turns these excess property checks entirely.

```ts
interface A {
    a?: string
    b?: number
    [key: string]: unknown
}

const symbolKey = Symbol('key')

const a: A = {
    [symbolKey]: '123', // works!
}
```

It's likely that some users relied on this behavior; however, those users will be able to use `symbol` index signatures in TypeScript 4.4.
Repository: angular
Issue: Performance conformance compile-time checks
Labels: feature,area: compiler

# Feature Request

### Relevant Package

`@angular/compiler` and `@angular/compiler-cli`

### Description

Introduce compile-time conformance checks to guard against performance anti-patterns.

### Describe the solution you'd like

The Angular compiler can perform extra checks on the user application to guard against common pitfalls. We already have the available parsing and reporting infrastructure, and there's work happening in the direction of expanding the number of compile-time checks.

A few examples of helpful performance conformance rules are:

- Find all the unused components, directives, and pipes in the hierarchy of `@NgModule` and report them.
- Inline styles within component templates. They are going to break CSS inlining and also view encapsulation.
- Prevent adding fonts within component template. Rather, prefer adding fonts globally to `index.html`.
- Check if there's a relative anchor without a `routerLink` attribute. This is often a user mistake that can cause the page to reload rather than trigger a client-side navigation

### Describe alternatives you've considered

An alternative is to delegate these checks to linters, such as eslint or codelyzer (now deprecated). Even though this would reduce maintenance, we'd also be limited to only applications using the linting tooling and have explicitly enabled these checks.
Repository: flutter
Issue: integration_test documentation is not clear: should I build android apk with `--release` or `--debug`?
Labels: a: tests,platform-android,d: api docs,f: integration_test,P2,team-android,triaged-android

My goal to run my integration test (Android) on Firebase Test Lab. For this is one step to build an apk. Build it's for not 100% clear if this should be a `--debug` or `--release` apk?

This [docs](https://github.com/flutter/flutter/blob/master/packages/integration_test/README.md) is:
> If this is your first time testing with Firebase Test Lab, you'll need to follow
the guides in the [Firebase test lab
documentation](https://firebase.google.com/docs/test-lab/?gclid=EAIaIQobChMIs5qVwqW25QIV8iCtBh3DrwyUEAAYASAAEgLFU_D_BwE)
to set up a project.
> 
> To run a test on Android devices using Firebase Test Lab, use gradle commands to build an
instrumentation test for Android, after creating `androidTest` as suggested in the last section.
> 
> ```bash
> pushd android
> # flutter build generates files in android/ for building the app
> flutter build apk
> ./gradlew app:assembleAndroidTest
> ./gradlew app:assembleDebug -Ptarget=<path_to_test>.dart
> popd
> ```
> 
> Upload the build apks Firebase Test Lab, making sure to replace <PATH_TO_KEY_FILE>,
<PROJECT_NAME>, <RESULTS_BUCKET>, and <RESULTS_DIRECTORY> with your values.
>
> ```bash
> gcloud auth activate-service-account --key-file=<PATH_TO_KEY_FILE>
> gcloud --quiet config set project <PROJECT_NAME>
> gcloud firebase test android run --type instrumentation \
>  --app build/app/outputs/apk/debug/app-debug.apk \
>  --test build/app/outputs/apk/androidTest/debug/app-debug-androidTest.apk\
>  --timeout 2m \
>  --results-bucket=<RESULTS_BUCKET> \
>  --results-dir=<RESULTS_DIRECTORY>
> ```

There is the step `flutter build apk`. But there is no flag provided, if this should be --release or --debug version. From the upload step, I would think that this needs to be a `--debug` apk, because the path is `build/app/outputs/apk/debug/app-debug.apk`.

Can we provide a clear documentation, if I need `--debug` or `--release` apk?
Repository: TypeScript
Issue: Support having '@types/web' as overriding 'dom' in TypeScript's lib resolver
Labels: Suggestion

# Suggestion

I'd like to be able to install `@types/web` and have the following happen:

 - Other dependencies (like from DT) using something like `/// <reference lib="dom">` _do not_ resolve to the vendored `libdom.d.ts`
 - The default inclusion of `dom` in a project via `lib` would automatically pick up `@types/web` (or be fully suppressed)


## 🔍 Search Terms

dom types/web web lib


## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
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, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

1. Hardcode some sort of `dom` -> `@types/web` inside the TS compiler's
2. Support some kind of pragma in `@types/web`


## 1 - Hardcoding 

**Pros:**
`@types/web` _is_ a special case (though there could be more in the future) and this could be the smallest possible change.

**Cons:**
It feels a bit meh.

## 2 - Pragmas

**Pros:**
We have existing pragmas: `/// <reference no-default-lib="true"/>` for type of thing. This answer is totally generic and would allow others to have their own implementations of other deployed libs.

**Cons:**
I'd need to check, but this might mean looking for the pragmas across all @types dts files before  we can reliably use the files in`lib`
Repository: electron
Issue: [Feature Request]: Add native Mac titlebar functionality for file actions
Labels: enhancement :sparkles:

### 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.

### Problem Description

Native Mac apps have useful titlebar functionality for working with files that I haven't been able to recreate in Electron:

- A popup window for renaming and moving the file
- The ability to right click the proxy icon to show the file path menu (currently you need to cmd or ctl click)

<img width="635" alt="Screen Shot 2021-06-25 at 1 51 07 PM" src="https://user-images.githubusercontent.com/1759620/123691890-240a2900-d824-11eb-81e0-1cc881c9c1c5.png">

Would be great to have this available in Electron!

### Proposed Solution

Expand `BrowserWindow.setRepresentedFilename`'s functionality to match native's full functionality

### Alternatives Considered

N/A

### Additional Information

N/A
Repository: flutter
Issue: ReorderableDataTable or add onReorder to DataTable
Labels: c: new feature,framework,f: material design,c: proposal,team-design,triaged-design

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## Use case
I would love to have a ReorderableDataTable or add reorder able functionality to DataTable.
<!--
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     on pub.dev/flutter that already solves this?
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## Proposal
DataTable is nice that is has a lot of options like header, columns sorting ect. It would be nice to also be able to reorder the rows with click and drag. Both the columns by selecting the header, and the rows. Similar to how excel can move rows / columns around.

<!--
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     by a package on pub.dev/flutter? If so, maybe consider implementing and
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Repository: godot
Issue: glTF 2.0 animations not correct
Labels: bug,topic:import,topic:3d

### Godot version

3.3.2.stable.mono.official

### System information

Windows 10

### Issue description

glTF 2 Animations not playing correctly from Blender 2.9 export.  Some bones are not positioned properly and it doesn't look right.  In comparison, an ESCN export of the same model looks exactly as it does in blender.

### Steps to reproduce

I've attached a zip file containing my humanoid blender model and a simple godot project which has a side-by-side of the glTF 2 vs ESCN export playing the 'running-loop' animation. 

### Minimal reproduction project

[Godot glTF 2 Animation Bug.zip](https://github.com/godotengine/godot/files/6729207/Godot.glTF.2.Animation.Bug.zip)
Repository: rust
Issue: E0581/E0582 (lifetime not found in input type) occurs even when the lifetime is in traits used as inputs
Labels: A-diagnostics,A-lifetimes,A-associated-items,T-compiler,D-terse

```rust

trait Yokeable<'a>: 'static {
    type Output: 'a;
}

fn project<Y, P, F>(f: F)
    where Y: for<'a> Yokeable<'a>,
        P: for<'a> Yokeable<'a>,
        F: for<'a> FnOnce(<Y as Yokeable<'a>>::Output) -> <P as Yokeable<'a>>::Output {}
fn project_fn<Y, P>(f: for<'a> fn(<Y as Yokeable<'a>>::Output) -> <P as Yokeable<'a>>::Output)
    where Y: for<'a> Yokeable<'a>,
            P: for<'a> Yokeable<'a> {}

fn main() {}
```
([playpen](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=4d8eb38921dd99e09c690cc7208280f9), also tested on `rustc 1.54.0-nightly (fe72845f7 2021-05-16)`)

produces 

```
   Compiling playground v0.0.1 (/playground)
error[E0582]: binding for associated type `Output` references lifetime `'a`, which does not appear in the trait input types
  --> src/main.rs:10:59
   |
10 |         F: for<'a> FnOnce(<Y as Yokeable<'a>>::Output) -> <P as Yokeable<'a>>::Output
   |                                                           ^^^^^^^^^^^^^^^^^^^^^^^^^^^

error[E0581]: return type references lifetime `'a`, which is not constrained by the fn input types
  --> src/main.rs:14:67
   |
14 | fn project_fn<Y, P>(f: for<'a> fn(<Y as Yokeable<'a>>::Output) -> <P as Yokeable<'a>>::Output)
   |                                                                   ^^^^^^^^^^^^^^^^^^^^^^^^^^^

error: aborting due to 2 previous errors
```

The lifetime is used in the inputs, just behind a trait.
Repository: pytorch
Issue: F.max_pool1d docs are really bad
Labels: module: docs,module: nn,triaged,module: pooling

## 📚 Documentation

![image](https://user-images.githubusercontent.com/5652049/123703687-b9141e80-d832-11eb-9de0-0add61dbe6e7.png)

What arguments does it take? Looking at nn.MaxPool1d doesn't tell me what arguments it takes and in what order: https://pytorch.org/docs/stable/generated/torch.nn.MaxPool1d.html#torch.nn.MaxPool1d

cc @brianjo @mruberry @albanD @jbschlosser @heitorschueroff