sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: https://yt-dl.org/ broken by a German court
Labels: build/update,documentation,external-bugs

<!--

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that all URLs and arguments with special characters are properly quoted or escaped as explained in http://yt-dl.org/escape.
- Search the bugtracker for similar issues: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [x] I've searched the bugtracker for similar issues including closed ones


## Verbose log
Logs not relevant
<!--
Provide the complete verbose output of youtube-dl that clearly demonstrates the problem.
Add the `-v` flag to your command line you run youtube-dl with (`youtube-dl -v <your command line>`), copy the WHOLE output and insert it below. It should look similar to this:
 [debug] System config: []
 [debug] User config: []
 [debug] Command-line args: [u'-v', u'http://www.youtube.com/watch?v=BaW_jenozKcj']
 [debug] Encodings: locale cp1251, fs mbcs, out cp866, pref cp1251
 [debug] youtube-dl version 2021.12.17
 [debug] Python version 2.7.11 - Windows-2003Server-5.2.3790-SP2
 [debug] exe versions: ffmpeg N-75573-g1d0487f, ffprobe N-75573-g1d0487f, rtmpdump 2.4
 [debug] Proxy map: {}
 <more lines>
-->


## Description

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Provide an explanation of your issue in an arbitrary form. Provide any additional information, suggested solution and as much context and examples as possible.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
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When attempting to download `youtube-dl` as described in `README.md` or `README.txt`, you get a "403 forbidden" error.  Visiting that website gives this message:

----

# Access denied

Due to a [ruling](https://openjur.de/u/2466945.html) of the Hamburg Regional Court, access to this website is blocked.

----
# Zugriff gesperrt

Aufgrund eines [Urteils](https://openjur.de/u/2466945.html) des Landgerichts Hamburg ist der Zugriff auf diese Website gesperrt
Repository: godot
Issue: Crash (Access Violation) when Importing ~135 Graphical Resources
Labels: bug,topic:editor,needs testing,topic:import,crash

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Compatibility) - NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.14.7311) - Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 Threads)

### Issue description

_(I have seen some other existing bugs related to import, mostly on MacOS, but nothing that looks exactly like what I can reproduce here.)_

Godot will crash when trying to import ~135 graphical resources at once.  (I have not tried to nail down the exact number that causes the error.)  This occurs regardless of the number of subdirectories involved - it seems to involve the number of assets themselves.  Also, once this crash occurs via the recreation scenario below, you will _keep_ crashing Godot trying to open the same project unless you manually remove the assets from the project's filesystem.

Crash appears to be an **Access Violation** (Exception `0xC0000005`).  The WER file is attached.  
[Godot.Report.txt](https://github.com/godotengine/godot/files/12268593/Godot.Report.txt)


### Steps to reproduce

1. Launch Godot and create a new, empty project.
2. Download the code/project archive from [https://github.com/clear-code-projects/UltimateGodotIntro2D](https://github.com/clear-code-projects/UltimateGodotIntro2D), open it, and open the **resources** subdirectory in the archive
4. Open Explorer and navigate to the location of the newly created Godot project (_filesystem_ location)
5. Drag and drop the **graphics** directory from the archive to the new project's _filesystem_ location
6. Activate the Godot window

Godot will start importing the graphical assets once it has been activated, and will crash toward the end of the import process.  If you restart Godot and attempt to reopen that the same project, import will start again automatically and will result in another crash. 

Note that if you extract all of the graphical assets and put them into a single directory (which yields 135 distinctly-named files), and then copy that directory to the project's _filesystem_ location, it will also crash.

The crash will not occur if you import a smaller number of files at at time.  For example, if you descend into the **graphics** directory you will have 12 subdirectories.  If you copy them over and let them complete the import process **one subdirectory at a time**, the crash will not occur, so it does not appear to be a problem with a _specific file_ being imported. 

### Minimal reproduction project

N/A
Repository: flutter
Issue: Can't pass arguments to applications using "flutter run"
Labels: c: new feature,tool,c: proposal,P2,team-tool,triaged-tool

Desktop applications can have command line arguments passed to them. This works file when using "flutter build" and then calling the binary directly. However, when using "flutter run" there is no way to specify those command line arguments as far as I can tell. It would be great if there was a way to do this, like there is with "dart run".
Repository: godot
Issue: Unable to access scenes from external script when there is an autoload class
Labels: bug,discussion,topic:gdscript

### Godot version

4.1.1

### System information

Godot v4.1.1.stable.mono - EndeavourOS #1 SMP PREEMPT_DYNAMIC Tue, 30 May 2023 13:44:01 +0000 - Vulkan (Mobile) - dedicated NVIDIA GeForce GT 1030 (nvidia; 530.41.03) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)

### Issue description

Kind of a niche thing, but I have a script I run with `godot --headless -s my_script.gd` for development purposes following the guidelines in https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html#running-a-script. This script accesses some of the classes in my project and generates some data with them (without actually running any code within them mind you)

So far, this strategy has worked great, until I added a singleton to my project, which broke the whole setup since the classes are suddenly uncapable of accessing the singleton, which leads me to believe when Godot is launched in script mode, this autoload process doesn't happen at all

Is this too much of an outlandish request? Or should there be a way to initialize autoload the scripts just the same?

### Steps to reproduce

1. Run the project
2. Run the script with godot --headless -s script.gd
3. You'll receive
  ```log
  SCRIPT ERROR: Compile Error: Identifier not found: Singleton
          at: GDScript::reload (res://main.gd:8)
  ```

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/12268845/test.zip)
Repository: react
Issue: Bug: `react-server-dom-esm` package is empty
Labels: Status: Unconfirmed

I thought it would be helpful to use [`react-server-dom-esm`](https://www.npmjs.com/package/react-server-dom-esm) for an RSC test integration, but the package appears to be empty for parking purposes.

Please consider publishing it as I'd prefer to use official implementations of servers to encourage testing practices that are supported by React. I'm also unable to build from source, it appears as the version of this package on `main` isn't in working condition outside of some internal fixtures yet.

**Note:** I originally thought this issue also applied to [`react-server-dom-webpack`](https://www.npmjs.com/package/react-server-dom-webpack), but later realized I was installing the wrong channel, and that only the `latest` channel was empty. If there are resources to document this package, please clarify channel usage in the installation instructions.

<!--

  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
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React version: 18.3 (canary)

## Steps To Reproduce

1. Install [`react-server-dom-esm`](https://www.npmjs.com/package/react-server-dom-esm)
2. `import "react-server-dom-esm/server";`
3. Run with `node --conditions react-server`

Alternative you can look up the [code on npm](https://www.npmjs.com/package/react-server-dom-esm?activeTab=code), which has no JavaScript files.

## The current behavior

Package fails to resolve modules because they're missing.

## The expected behavior

Package contains code that can be imported and run.
Repository: rust
Issue: Dead code elimination fails when panicking in drop impl and panicable function is called
Labels: A-LLVM,I-slow,A-codegen,T-compiler,C-bug

```rust
struct Foo(bool);

impl Drop for Foo {
    fn drop(&mut self) {
        if self.0 {
            return;
        }

        panic!("dead");
    }
}

pub fn foo() {
    let a = Foo(true);
    unsafe {unknown(9);}
}

extern "Rust" {
    fn unknown(x: i32) -> bool;
}
```

https://rust.godbolt.org/z/zzoee9z1W

Removing either the drop panic or the unknown call enables full optimizations, the but their combination does not.
Repository: excalidraw
Issue: cross-group selection incorrectly allowed in specific cases
Labels: bug,intreaction:selection

1. group two elements and position them on top another element that's outside the group
2. select the non-grouped element underneath
3. shift-click the grouped item (must be on top of ungrouped one in yellow)
4. adds to selection without selecting the whole group

![excal-bug-cross-group-selection](https://github.com/excalidraw/excalidraw/assets/5153846/2cd2d48d-75ee-43b7-ba2a-59751b862f65)
Repository: excalidraw
Issue: box-selection while holding shift doesn't undo selection
Labels: bug,intreaction:selection

When box selecting while holding shift, retracting the box selection should remove the elements previously selected.

Note that this should only apply to elements that were added to selection within the currently active `pointerdown`. IOW, once you `pointerup` and then do another shift box-selection, it should keep the previous selection no matter what you (un)box-select.

![excal-bug-shift-box-selection-undo](https://github.com/excalidraw/excalidraw/assets/5153846/eae4ed52-b01f-41b0-8c1e-779dbf88e1ca)
Repository: rust
Issue: Fact propagation fails when combined with drop, panics, and memory swaps
Labels: A-LLVM,I-slow,T-compiler,C-bug

```rust
use std::mem;

struct Foo(Vec<u32>);

impl Drop for Foo {
    fn drop(&mut self) {
        if self.0.is_empty() {
            return;
        }

        let v = mem::take(&mut self.0);

        panic!("dead");
    }
}

pub fn foo() {
    let a = Foo(Vec::new());
    unsafe {unknown(9);}
}

extern "Rust" {
    fn unknown(x: i32) -> bool;
}
```

https://rust.godbolt.org/z/ra7bj7zf1

Related issue: https://github.com/rust-lang/rust/issues/114532. Notice that in this case drop is called _before_ `ret` so this code can't be eliminated yet (I think).
Repository: flutter
Issue: InteractiveViewer don't trigger onInteractionEnd properly
Labels: framework,has reproducible steps,P2,found in release: 3.10,team-framework,triaged-framework,found in release: 3.14

the interaction end method triggers:
- every time a pointer (except first) is added. (slightly unnecessary)

- every time a pointer is removed EXCEPT when the last two pointers leaves the screen at the same time. in this scenario, the interaction end method triggers once and the pointer count is 1 instead of 0.

I need to trigger a method when the interaction ends completely (when the last pointer leaves the screen). 
if (details.pointerCount == 0) solve the problem in all scenarios except when the last two pointers leaves the screen at the same time.
Repository: rust
Issue: Atomic fetch_or fails to optimize right shift mask while left shift works
Labels: A-LLVM,I-slow,C-bug,A-atomic

```rust
use core::sync::atomic::*;

pub fn left(a: &AtomicU32, shift: u32) -> bool {
    let mask = 1 << shift;
    a.fetch_or(mask, Ordering::Relaxed) & mask == mask
}

pub fn right(a: &AtomicU32, shift: u32) -> bool {
    let mask = (1 << (u32::BITS - 1)) >> shift;
    a.fetch_or(mask, Ordering::Relaxed) & mask == mask
}
```

https://rust.godbolt.org/z/oYW1Y47EK
Repository: stable-diffusion-webui
Issue: [Feature Request]: Add Undo Redo Shortcuts to img2img Canvas
Labels: enhancement,gradio

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

When editing with Canvas, the Undo  function is a bit inconvenient to use because it only works with buttons. It would be very convenient to have shortcuts. (should be able to see them in the tooltip after adding them)

### Proposed workflow

Being able to specify the Undo and Redo hotkeys in Settings -> Canvas Hotkeys is sufficient

### Additional information

l know that the Redo feature doesn't currently exist, so if it takes time to implement, adding a shortcut to the Undo feature seems like it would be sufficient
Repository: rust
Issue: Tracking Issue for RISC-V Ratified Extensions Intrinsics
Labels: T-libs-api,A-SIMD,C-tracking-issue,O-riscv,A-floating-point,A-target-feature

This issue tracks the implementation of all the intrinsics linked to the Ratified RISC-V Extensions. The, not yet stable intrinsics are behind the `riscv_ext_intrinsics` nightly feature.

### Steps

- [ ] Implement all extensions in [`stdarch`](https://github.com/rust-lang/stdarch)
  - [x] [Cryptography Extensions Volume I: Scalar & Entropy Source Instructions](https://github.com/riscv/riscv-crypto)
  - [ ] `Zkr`. Entropy source extension
  - [x] [Bit-Manipulation](https://github.com/riscv/riscv-bitmanip)
  - [ ] Zicntr and Zihpm
  - [ ] Zicsr
  - [ ] ~[Half-Precision](https://drive.google.com/file/d/1z3tQQLm5ALsAD77PM0l0CHnapxWCeVzP/view)~
  - [ ] ~[Float in Integer](https://github.com/riscv/riscv-zfinx)~
  - [ ] [Vector Extension](https://github.com/riscv/riscv-v-spec)
- [ ] Adjust module level documentation
- [ ] Stabilization PR 

### Unresolved Questions

- ~How to deal with instructions that are already dealt with by LLVM intrinsics and library features (e.g. `cpop` and `u*::count_ones`)? Include them or not?~
- Use `usize` for riscv32 or `riscv64` specific intrinsics or use `u32` and `u64` respectively?
- ~How to deal with intrinsics involving immediate values?~
  1. ~Use the `asm_const` feature outlined in #93332.~
  2. ~Use the trick described in rust-lang/stdarch#40 and illustrated in [`_mm_cmpestri`](https://github.com/rust-lang/stdarch/blob/ff6021b72e8cc1e7db942847d99278fe0056c245/src/x86/sse42.rs#L286).~
- How to deal with CSR registers?
- Can we source titles and descriptions from the specifications? License issues?
- Dealing with the Vector extension is very difficult due to dynamically sized registers (rust-lang/rfcs#3268).

### Implementation History

- rust-lang/stdarch#1453. Implements the Zk extension, except Entropy Source and Zkt.
- rust-lang/stdarch#1461. Implements the Zb extension.
- #116485. Stabilizes several RISC-V target features.
Repository: vscode
Issue: Git commit (amend) context menu
Labels: git,under-discussion

Type: <b>Feature Request</b>

You recently added the "Git Commit (amended)" option to the commit context menu. You decided to add it above existing options, like "commit and push."

Bad decision. First, context menu items should be sorted, if possible, by how commonly they are used. In fact, uncommon commands should either be at the bottom of the context menu, or not there at all. From a UX perspective, it saves time for a developer to look for the option they need. 

Amending a commit is a rare operation and in fact, should be avoided when possible unless you are fixing a mistake. On the other hand, commit and push is an extremely common operation. Therefore, the amended commit menu item should be pushed down to the bottom of the context menu.

Also, when moving fast, and developers usually move fast, you automate mundane actions in your brain. I accidentally selected the commit and amend because I always run commit and push, and I remember it to be the second option. Now, I always pause, look for the right option, and then commit and push. Not the best user experience.

Please consider ordering the git commit context menu according to usage.

VS Code version: Code 1.81.0 (6445d93c81ebe42c4cbd7a60712e0b17d9463e97, 2023-08-02T12:36:11.334Z)
OS version: Linux x64 6.2.0-26-generic
Modes:


<!-- generated by issue reporter -->
Repository: stable-diffusion-webui
Issue: [Bug]: No module named pip
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

![grafik](https://github.com/AUTOMATIC1111/stable-diffusion-webui/assets/104758910/46538d02-8bf6-47f4-a067-f00160ae0874)
ass soon as i open try to open stable defusion i get the window opens and i get the message that i do not have the module pip what do i have to do to get it ready to work or can i do nothing to get it to work?

### Steps to reproduce the problem

1. Go to .... open
2. Press ....enter
3. ...nothing


### What should have happened?

it should have run the code and get me the link to the lockel host


### Version or Commit where the problem happens

the newest at the date 06.08.2023

### What Python version are you running on ?

Python 3.10.x

### What platforms do you use to access the UI ?

Windows

### What device are you running WebUI on?

Other GPUs

### Cross attention optimization

Automatic

### What browsers do you use to access the UI ?

_No response_

### Command Line Arguments

```Shell
No
```


### List of extensions

No

### Console logs

```Shell
exit code: 1

stderr:
D:\programing\Language\python.exe: No module named pip

Launch unsuccessful. Exiting.
Drücken Sie eine beliebige Taste . . .
```


### Additional information

i cknow that the terminal is way to emptybut that is how it lock like everytime i try to open it
Repository: godot
Issue: AnimationNode: can't set paremeter directly from Node reference
Labels: documentation,topic:animation

### Godot version

4.1

### System information

Win10

### Issue description

This code inside custom "AnimationNode" wont work. 
```
func set_bland_val():
    var blend_run : AnimationNodeBlend2
    blend_run = get_node("Blend_Run")
    blend_run.set_parameter("blend_amount",0.5)
```
Error is :
```

E 0:00:04:0153   ImpBlendTreeNodeTest.gd:15 @ _update(): Parameter "state" is null.
  <C++ Source>   scene\animation\animation_tree.cpp:67 @ AnimationNode::set_parameter()
  <Stack Trace>  ImpBlendTreeNodeTest.gd:15 @ _update()
                 RPGAnimationTree.gd:79 @ _process()

```

While this code inside AnimationTree node works:
```

self["parameters/MainAnimStateMachine/Run/Run/Blend_Run/blend_amount"]=run_btr_res._update()

```

By looking into the engine code:
```
double AnimationNode::_pre_process(const StringName &p_base_path, AnimationNode *p_parent, State *p_state, double p_time, bool p_seek, bool p_is_external_seeking, const Vector<StringName> &p_connections, bool p_test_only) {
	base_path = p_base_path;
	parent = p_parent;
	connections = p_connections;
	state = p_state;

	double t = process(p_time, p_seek, p_is_external_seeking, p_test_only);

	state = nullptr;
	parent = nullptr;
	base_path = StringName();
	connections.clear();

	return t;
}
```
`state`  variable is set to null after `process`
which then fails to set_parameter or get_parameter
```
void AnimationNode::set_parameter(const StringName &p_name, const Variant &p_value) {
	if (is_testing) {
		return;
	}
	ERR_FAIL_NULL(state); //will be null here
	ERR_FAIL_COND(!state->tree->property_parent_map.has(base_path));
	ERR_FAIL_COND(!state->tree->property_parent_map[base_path].has(p_name));
	StringName path = state->tree->property_parent_map[base_path][p_name];

	state->tree->property_map[path].first = p_value;
}
```
This code makes some functions only usable inside `_process` function on some purpose.

This is unintuitive and and limiting behavior which make using custom AnimtionNodes not that flexible.
Expected behavior is to be able set values directly by referencing the node.

### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: godot
Issue: Crash when add a freed node to scene tree
Labels: bug,topic:core,confirmed,crash

### Godot version

v4.1.1.stable.arch_linux

### System information

OpenGL API 4.2 (Core Profile) Mesa 23.1.4 - Compatibility - Using Device: Intel - Mesa Intel(R) HD Graphics 2500 (IVB GT1)  

### Issue description

I made a mistake `add_child` a node that I just `queue_free` and crashed the engine.

```
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.1.1.stable.arch_linux
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /usr/lib/libc.so.6(+0x3e710) [0x7f66a323e710] (??:0)
[2] /usr/bin/godot(__dynamic_cast+0x32) [0x56254ed8d772] (??:?)
[3] /usr/bin/godot(+0x3065ec2) [0x56254ca87ec2] (??:?)
[4] /usr/bin/godot(+0x158b8bd) [0x56254afad8bd] (??:?)
[5] /usr/bin/godot(+0x14726bf) [0x56254ae946bf] (??:?)
[6] /usr/bin/godot(+0x4be36e4) [0x56254e6056e4] (??:?)
[7] /usr/bin/godot(+0x49c9f47) [0x56254e3ebf47] (??:?)
[8] /usr/bin/godot(+0x4cd9461) [0x56254e6fb461] (??:?)
[9] /usr/bin/godot(+0x306e039) [0x56254ca90039] (??:?)
[10] /usr/bin/godot(+0x4b94e38) [0x56254e5b6e38] (??:?)
[11] /usr/bin/godot(+0x306a400) [0x56254ca8c400] (??:?)
[12] /usr/bin/godot(+0x30afabd) [0x56254cad1abd] (??:?)
[13] /usr/bin/godot(+0x30b7717) [0x56254cad9717] (??:?)
[14] /usr/bin/godot(+0x11da0c7) [0x56254abfc0c7] (??:?)
[15] /usr/bin/godot(+0x11758d5) [0x56254ab978d5] (??:?)
[16] /usr/lib/libc.so.6(+0x27cd0) [0x7f66a3227cd0] (??:0)
[17] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f66a3227d8a] (??:0)
[18] /usr/bin/godot(+0x11843e5) [0x56254aba63e5] (??:?)
-- END OF BACKTRACE --
```

### Steps to reproduce

1. Keep a reference to a node.
2. `queue_free` that node.
3. Wait a few frame for Godot to free the node.
4. `add_child` that node.

### Minimal reproduction project

[add_child_crash.zip](https://github.com/godotengine/godot/files/12269939/add_child_crash.zip)
Repository: PowerToys
Issue: [PTRun][PowerToys plugin]Allow accessing settings for all PowerToys
Labels: Idea-Enhancement,Product-PowerToys Run,Run-Plugin

### Microsoft PowerToys version

0.72.0

### Installation method

Microsoft Store

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Alt+Space to activate Search box > Type `@Key`
![image](https://github.com/microsoft/PowerToys/assets/6823412/93e2f36e-fd70-4d9b-8965-ab91f0565ef8)


### ✔️ Expected Behavior

It should list Keyboard Manager

### ❌ Actual Behavior

Not listing Keyboard Manager

### Other Software

_No response_