sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: [Announcement] WIKI: Contributions welcome
Labels: discussion/announcement,wiki

I have created a wiki for yt-dlp: https://github.com/yt-dlp/yt-dlp/wiki

~~It is currently empty and I don't plan to personally add much content to this.~~ Instead, I am expecting community contributions. You can contribute by making a PR against https://github.com/yt-dlp/yt-dlp-wiki

---

Note that this is to be used as an addition to (and not a replacement for) the official documentation.

Some ideas for what it could contain:

* Third party installation methods
	- [x] https://github.com/yt-dlp/yt-dlp/pull/4821
	- [x] https://github.com/yt-dlp/yt-dlp/issues/1313 / https://github.com/yt-dlp/yt-dlp/pull/1314
	- [x] https://github.com/yt-dlp/yt-dlp/pull/2154
    - [x] https://github.com/yt-dlp/yt-dlp/issues/1395
    - [x] https://github.com/yt-dlp/yt-dlp/pull/864
    - [x] https://github.com/yt-dlp/yt-dlp/pull/1112
* FAQ:
	- [ ] FAQ section from https://github.com/yt-dlp/yt-dlp/issues/3766
	- [x] https://github.com/ytdl-org/youtube-dl#faq
	- [ ] https://www.reddit.com/r/youtubedl/wiki
* GUIs, scripts, and other related tools
	- [ ] https://www.reddit.com/r/youtubedl/wiki/info-scripts/
	- [ ] https://www.reddit.com/r/youtubedl/wiki/info-guis/
	- [x] https://www.reddit.com/r/youtubedl/wiki/info-forks/
	- [ ] https://discord.com/channels/807245652072857610/922145164108120074
	- [x] Plugins
* Common commands, tips and tricks
	- [ ] Pinned messages in https://discord.com/channels/807245652072857610/807247901981016094
	- [ ] Some examples from the readme can be moved to wiki?
* [ ] How to get help
	- Github - Bug reports and questions; You are expected to have done your due diligence
	- Discord/Matrix - Easier way to get help, but bug reports are not tracked
	- Reddit: Unofficial community


> * [x] => Added
Repository: pytorch
Issue: functionalize: Does not compose cleanly with torch.jit.script/torch.jit.trace
Labels: oncall: jit,module: functionalization

### 🐛 Describe the bug

```python

import torch
from functorch.experimental import functionalize

class Net(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.fc0 = torch.nn.Linear(12, 17)

    def forward(self, x):
        return self.fc0(x).relu_()

net = Net()

input = torch.randn([1, 12])
# These work.
torch.jit.script(net)
torch.jit.trace(net, input)
# Both of these fail with different errors (see below).
#torch.jit.script(functionalize(net))
#torch.jit.trace(functionalize(net), input)
```

For script the error is:
```
TypeError: module, class, method, function, traceback, frame, or code object was expected, got Net
```
([full traceback](https://gist.github.com/silvasean/6cfa2510a010c4f8b07721b96caa4509))


For trace the error is:
```
RuntimeError: Cannot insert a Tensor that requires grad as a constant. Consider making it a parameter or input, or detaching the gradient
```
([full traceback](https://gist.github.com/silvasean/833df0af01bdf489529713d4684e30ca))



### Versions

torch                   1.13.0.dev20220830+cpu

cc @bdhirsh @ezyang @soumith
Repository: flutter
Issue: Flutter tools hot reload tests for web are failing with canvaskit
Labels: tool,engine,a: debugging,platform-web,e: web_canvaskit,P2,team-web,triaged-web

Flutter tools for web hot reload tests with `--dart-define=FLUTTER_WEB_USE_SKIA=true` are failing.

The failing tests are currently disabled for this project, so we are missing catching issues on hot restart - for example, hot restart did not work on master for 20+ commits and was caught by manual testing on dwds update.

See:
https://github.com/flutter/flutter/blob/3292f897643fdde712d5d32c5572e5aab0338879/packages/flutter_tools/test/web.shard/hot_reload_web_test.dart#L80
  
Note: similar tests for `'--web-renderer=html'` are passing.

Note: the tests were initially disabled for https://github.com/flutter/flutter/issues/85043
Repository: flutter
Issue: Add engine binary size benchmark to engine
Labels: team,engine,a: size,perf: app size,team: benchmark,P3,team-engine,triaged-engine

Add engine skia benchmark to track changes in artifact binary size.  

On iOS and macOS a similar benchmark exists in the framework, where regressions require bisecting engine rolls.
 
https://flutter-flutter-perf.skia.org/e/?begin=1662070156&end=1662115387&queries=sub_result%3Dflutter_framework_uncompressed_bytes&xbaroffset=30832
Repository: godot
Issue: Items in the SkeletonModificationStack2D behave incorrectly when attempting to remove them
Labels: bug,topic:editor,topic:animation

### Godot version

v4.0.alpha15.official (432b25d36)

### System information

Windows 11, Vulkan Clustered, Geforce 1660 (516.94)

### Issue description

I'm trying to get my head around 2D skeletal animation and IK and noticed the following problems along the way. Items in the SkeletonModificationStack2D behave incorrectly when attempting to remove them.

https://user-images.githubusercontent.com/10379487/188229274-6fc45fab-5827-466e-9d7a-16e37ba2332f.mp4

Also, when starting the project, the editor shows errors and warnings about not properly setup modification. (It makes me feel like I'm doing something wrong...)

<details>
  <summary>SkeletonModification2DCCDIK</summary>
  
  ![image](https://user-images.githubusercontent.com/10379487/188228844-d48cbe70-9b5f-4091-a509-9b7672afbe29.png)
</details>

<details>
  <summary>SkeletonModification2DFABRIK</summary>
  
  ![image](https://user-images.githubusercontent.com/10379487/188229014-f9cc1a75-3a67-4dcf-b2ef-91af4419fe73.png)
</details>

### Steps to reproduce

Shown in the attached video.

### Minimal reproduction project

[skeleton2d.zip](https://github.com/godotengine/godot/files/9480936/skeleton2d.zip)
Repository: neovim
Issue: Renaming a terminal buffer spawns an unlisted one with the old name
Labels: bug,terminal

### Neovim version (nvim -v)

0.7.0

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

CentOS 7.9

### Terminal name/version

xfce4-terminal 0.8.7.4

### $TERM environment variable

tmux-256color

### Installation

system package manager

### How to reproduce the issue

When a terminal buffer that has a name is renamed (tested with `:file` and with `nvim_buf_set_name`), a new unlisted terminal buffer with the old name is created. The channel, callbacks, etc. remain attached to the current, renamed buffer, so this isn't a very visible effect, but I'm not sure why it happens. The exception seems to be that a terminal buffer that does not have a name (e.g., `:new` followed by `nvim_open_term(0, {})` and then given a name) will not create a new unlisted buffer when given an initial name.

### Expected behavior

No unlisted terminal buffer is created.

### Actual behavior

An unlisted terminal buffer is created.
Repository: PowerToys
Issue: PT does not register itself in the standard app path locations?
Labels: Issue-Bug,Area-Setup/Install,Priority-3

### Microsoft PowerToys version

0.61.1

### Running as admin

- [ ] Yes

### Area(s) with issue?

Installer

### Steps to reproduce

1. Install PowerToys
2. Search the following registry key for the application path for powertoys.exe-

- HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\powertoys.exe
- HKCU\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\powertoys,exe


### ✔️ Expected Behavior

Per the Microsoft docs (https://docs.microsoft.com/en-us/windows/win32/shell/app-registration#finding-an-application-executable)-

_An application that is installed for per user can be registered under **HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\App Paths**. An application that is installed for all users of the computer can be registered under **HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\CurrentVersion\App Paths**_

Powertoys is installed and working on my machine, but ts application path is not registered in either of the two standard locations. (it's not in the PATH environment variable either, so it seems remarkable it runs at all...)

I am working on a script to run arbitrary applications by name, and on Windows the recommended route to finding the path for an executable is via the registry, using these keys. As it happens the first program I tried was PowerToys, and that failed.

### ❌ Actual Behavior

The powertoys path does appear in a few places in the registry (e.g. for the Uninstaller) but not in the standard paces for registered applciation paths.

### Other Software

_No response_
Repository: react
Issue: [DevTools Bug]: useSyncExternalStore adds 1 to subsequent hook's number in Profiler
Labels: Type: Bug,Status: Unconfirmed,Component: Developer Tools

### Website or app

https://codesandbox.io/s/sweet-fast-huvy9e?file=/src/App.tsx

### Repro steps

1. Open the sandbox in Google Chrome. Notice that the App component in App.tsx calls useSyncExternalStore, followed by useState. Lastly, it has an effect that simply toggles the state value every second so that it's easy to profile state changes without interacting with the UI.
2. Open the rendered page in a new window and inspect it in Chrome DevTools.
3. Open Components tab, select the App component, and notice that useState hook is `#2`. ![image](https://user-images.githubusercontent.com/1012600/188234380-2d4a5dee-3aa5-46ae-b919-f3cbe276d741.png)
4. Switch to Profiler tab and profile the page for a couple of seconds.
5. Notice that "Why did this render?" section says "Hook **3** changed". The number should be 2. ![image](https://user-images.githubusercontent.com/1012600/188236070-103563ca-ae0c-45b1-af58-c397fced98c4.png)

### How often does this bug happen?

Every time

### DevTools package (automated)

_No response_

### DevTools version (automated)

_No response_

### Error message (automated)

_No response_

### Error call stack (automated)

_No response_

### Error component stack (automated)

_No response_

### GitHub query string (automated)

_No response_
Repository: rust
Issue: Incorrect handling of lateout pairs in inline asm
Labels: A-LLVM,A-inline-assembly,P-high,T-compiler,I-unsound,WG-none,I-miscompile

(issue is loosely owned, in terms of P-high tracking, by @wesleywiser and @pnkfelix keeping their eyes on https://github.com/llvm/llvm-project/issues/57550)

### Updated bug description
The following Rust function:
```rust
pub fn foo() -> u32 {
    let t1: u32;
    let t2: u32;
    unsafe {
        asm!(
            "mov {0:e}, 1",
            "mov eax, 42",
            lateout(reg) t1,
            lateout("eax") t2,
            options(nostack),
        );
    }
    t1
}
```
Gets compiled into this obviously incorrect assembly:
```asm
example::foo:
        mov     eax, 1
        mov     eax, 42
        ret
```
Godbolt link: https://rust.godbolt.org/z/Yb9v7WobM

LLVM incorrectly reuses register for a pair of `lateout`s if it can see that one of those does not get used later.

### Original description below

We get spurious segfaults in the `chacha20` crate when we run tests compiled for i686 target (`i686-unknown-linux-gnu` to be exact), see https://github.com/RustCrypto/stream-ciphers/issues/304 for more information. Interestingly enough, Rust 1.56 does not have this issue, only 1.57 and later. [Changes](https://github.com/RustCrypto/utils/pull/792) in the `cpufeatures` crate which revealed the issue look quite innocent. The issue also disappears if `zeroize` feature is disabled, which is quite tangential to `cpufeatures` (it only adds `Drop` impls). Even weirder, @aumetra's [findings](https://github.com/RustCrypto/stream-ciphers/issues/304#issuecomment-1235837221) show that segfault happens at the following line:
```rust
let mut buf = [0u8; MAX_SEEK];
```

Granted, the `chacha20` crate contains a fair bit of unsafe code, as well as its dependencies, so the issue may be caused by unsoundness somewhere in our crates. But the circumstantial evidence makes a potential compiler bug quite probable.

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Repository: terminal
Issue: Deleting the reference to a profile from a JSON fragment file prevents the profile from showing back up again even when the profile still exists in the fragment file.
Labels: Issue-Bug,Area-Settings,Product-Terminal

### Windows Terminal version

1.14.2282.0

### Windows build number

10.0.22000.0

### Other Software

_No response_

### Steps to reproduce

1. Create a fragment file with a profile in it.
    - Absolute path: `$Env:LocalAppData\Microsoft\Windows Terminal\Fragments\TestFragmentDir\testFragment.json`
3. Launch Windows Terminal.
4. The profile from the fragment file appears in the profile drop down.
5. Close Windows Terminal.
6. Remove the reference to the `testFragment.json` profile from the `settings.json` file.
7. Launch Windows Terminal.
8. The profile from the fragment file does not appear in the profile drop down.
9. The fragment file with the profile in it still exists, along with the profile.

### Expected Behavior

Either:

- Remove the profile from the fragment file `testFragment.json` in addition to the reference to said profile from the `settings.json` file.

or

- Upon reopening Windows Terminal after removing the reference to the `testFragment.json` profile from the `settings.json` file, the reference should reappear (as the fragment file containing the profile still exists).

### Actual Behavior

As listed in **_Steps to reproduce_**.

<hr>

Scenario where this is an issue:

- My team provides users a set of fragment files containing profiles (with very specific GUIDs).
    - The fragment files are automatically generated as part of a script which users execute.
    - These profiles define the CLIs which users must interact with for interfacing with a set of repositories.
- User **_U_** tinkers with their `settings.json` file, removing several profiles, including references to the profiles from the fragment files that we provided them.
- **_U_** no longer sees the profiles associated with the fragment files we gave them, even though the fragment files still exist and have not been modified.
- **_U_** alerts our team that they see the profiles in the fragment files, yet Windows Terminal won't show them.
- **_U_** informs that they are unable to access the CLIs associated with their work (as defined by the profiles in the fragment files).
- **_U_** deletes their repository, re-clones it, then generates the fragment files again, in an attempt to get Windows Terminal to show the CLIs for the repository.
- **_U_** smashes their keyboard into their monitor when nothing is working, and promptly leans back in their chair and contemplates their life choices.
Repository: godot
Issue: Can AnimationTrackEditPlugin class documentation be created?
Labels: enhancement,topic:editor,documentation,topic:animation

### Godot version

4.0

### Issue description

The AnimationTrackEditPlugin class has a documentation page: https://docs.godotengine.org/en/latest/classes/class_animationtrackeditplugin.html

But no bindings. Also no bindings in `AnimationTrackEditor` for `add_track_edit_plugin` and `remove_track_edit_plugin`. Is that on purpose or are they only missing?  
Are animation track edit plugins limited to modules?

Was attempting to add class documentation. Notes:
```
Brief:
Base class for animation track edit plugins.

Description:
Animation Track Edit Plugins are listed in the Animation Track Editor.

must override
* create_value_track_edit
* create_audio_track_edit
* create_animation_track_edit

register
* AnimationTrackEditor::add_track_edit_plugin
* AnimationTrackEditor::remove_track_edit_plugin

```
Repository: PowerToys
Issue: FancyZones Allow zones to span across specific monitors instead of all monitors
Labels: FancyZones-Layouts,Needs-Triage

### Description of the new feature / enhancement

Instead of grouping all monitors together, it would be really helpful to be able to group individual monitors together.


### Scenario when this would be used?

Home office with multiple monitors
From left to right:

1. Curved 4k monitor in landscape (identified as monitor 4)
2. Curved 4k monitor in landscape (identified as monitor 2)
3. Flat 4k monitor in portrait (identified as monitor 3)
4. Laptop display in landscape with non-standard 4k resolution (3840x2400)  (identified as monitor 1)

In this case, it would be helpful to group the two curved monitors together since they are physically right next to each other.
The third monitor should be have its own group since it's in portrait mode
The laptop display should be by itself since it uses 3840x2400 resolution instead of 3840x2160

### Supporting information

<img width="433" alt="FancyZonesMultipleMonitorSample" src="https://user-images.githubusercontent.com/12104348/188249522-dd8757aa-de42-47e6-8c60-b2a464fe6c79.png">
Repository: PowerToys
Issue: FancyZones Named multi-monitor layouts and Import/Export of layout settings
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

Add the ability to save the combined layout settings for multi-monitor setup and the ability for a user to switch between the saved layouts scheme.

Add the ability to Import/Export FancyZones layout settings including custom layout templates, and the combined layout settings for multi-monitor environments.


### Scenario when this would be used?

1. Being able to switch between named layout scheme would allow users to switch layouts when their work context changes.  A user could have one scheme geared towards connecting to multiple remote desktops and another scheme for focusing on a single project that requires multiple windows.
2. Being able to export the layout schemes and custom templates from a machine that is being replaced, and importing those settings into a new machine.
3. Being able to have the same layout schemes and custom templates when multiple laptops alternate to a single docking station.

### Supporting information

https://user-images.githubusercontent.com/12104348/188249522-dd8757aa-de42-47e6-8c60-b2a464fe6c79.png
Repository: godot
Issue: Keyboard shortcuts seem to be layout dependent.
Labels: enhancement,topic:editor,confirmed,usability,topic:input

### Godot version

v3.5.stable.official [991bb6ac7] (Also tested with 4.0 alpha 15)

### System information

Windows 10 21H2 x64

### Issue description

Some editor shortcuts seem to be hard coded to a specific keyboard layout rather (US) rather than be a universal. One example of that is the shortcut to toggle the scripts panel in the built-in editor is `Ctrl+\` . I have a ABNT2 keyboard layout and going for the tool tip instruction and pressing that shortcut doesn't do anything. I can only hide said panel by hitting `Ctrl+]`. In my layout, the `]` key is where the `\` key would be in an Us keyboard layout. Attempting to remap the command to what `Ctrl+\` would be in my layout results in a shortcut of `Ctrl+Unknown`. After testing with other mappings, it gives out the keycodes for where those keys would be in the US layout.

### Steps to reproduce

- Attempt to use and remap shortcuts which require accents and such using a keyboard layout different from US.

### Minimal reproduction project

N/A
Repository: TypeScript
Issue: Unexpected ts2506 error when extending a protected static nested class 
Labels: Bug

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

circular internal nested class

### 🕗 Version & Regression Information

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If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
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- This is the behavior in every version I tried

### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?#code/MYGwhgzhAEDyCuAXApgJ2gbwFDV9ADqgPYrAoAm0EiYiAlsNAJIB2La0AvNKJDBgF8A3DjwB6MdAB60VMgC2RAG7JoAIkIlkZZOTXRERaPLABrVXUTQA7kVSmsArFl5RoAYQAWdEJWQAPFBZyGAQUdGw8aAAzIiIACgBKTFEo3GAiFmoYuK4ecDcAoJC4JDQAOlZ2CKco2rxUqhp6RgAjMHRuVxgi5GDQstRKtg5BRyA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
class Outer {
    protected static Inner = class {};
    // ^ remove "protected" to make it work
}

class Child extends Outer {
    foo() {
        const foo = class extends Outer.Inner {}
    }
    
    static bar = class extends Outer.Inner {}
}
```

### 🙁 Actual behavior

Error: '(Anonymous class)' is referenced directly or indirectly in its own base expression.(2506)

### 🙂 Expected behavior

No error.

---
First reported in https://github.com/microsoft/TypeScript/issues/10017#issuecomment-874381600 but it seems not having received much attention.
Repository: rust
Issue: Bad diagnostics when constructing tuple variant with static ref inside const
Labels: A-diagnostics,T-compiler

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=faa286146f7760bc7c1be85eaac73f9d

```rust
const OPTIONAL_SLICE_V1: Option<&'static [u8]> = Some(&{
    let array = [1, 2, 3];
    array
});
```

The current output is (both on stable, beta, and nightly):

```
error[[E0716]](https://doc.rust-lang.org/stable/error-index.html#E0716): temporary value dropped while borrowed
 --> src/lib.rs:1:56
  |
1 |    const OPTIONAL_SLICE_V1: Option<&'static [u8]> = Some(&{
  |   __________________________________________________-_____^
  |  |__________________________________________________|
  | ||
2 | ||     let array = [1, 2, 3];
3 | ||     array
4 | || });
  | || ^-
  | || ||
  | ||_|temporary value is freed at the end of this statement
  |  |_|using this value as a constant requires that borrow lasts for `'static`
  |    creates a temporary which is freed while still in use

For more information about this error, try `rustc --explain E0716`.
```

It is, however, possible to get this code to compile by using the struct initialiser syntax for the tuple variant:

```rust
const OPTIONAL_SLICE_V2: Option<&'static [u8]> = Some {
    0: &{
        let array = [1, 2, 3];
        array
    },
};
```

Given that this initialiser isn't used very often, it took me a while to remember it as an alternative and to figure out that the use of `Some` as a function was causing the error.

Ideally, the error message should also suggest something like

```
help: try using a struct initializer instead: `Some { 0: ... }`
```