sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: Get subtitle with timecode from video and save it into Lyrics metadata of audio only file: --embed-subs --extract-audio
Labels: enhancement,core:post-processor

## Status Quo
- `--embed-subs` is currently for videos only
- Some audio file formats and in particular the ID3 metadata format supports to embed timecoded lyrics, see: https://id3.org/Lyrics3v2
- And some audio players show you these lyrics nicely, in sync with playback, e.g. Apple Music:
<img src="https://support.apple.com/library/content/dam/edam/applecare/images/en_US/applemusic/macos-monterey-music-lyrics-callout.png" alt="Image archived at Wayback. If not available from Apple anymore then access by prefixing URL the with https://web.archive.org/web/20220726113337if_/" >

## Proposal
- When you use `--embed-subs` in conjunction with `--extract-audio` and write to your audio only file with `--output` the resulting audio file should get the subtitles encoded into its Lyrics metadata.
- Ideally the lyrics remain timecoded, if the destination file format and/or its metadata format supports this.
- Ideally automatic
  - that means choosing the best suited setting for the given audio output file format without user intervention
  - but if necessary accompanied with additional arguments to specify the lyrics formatting options in detail

## Use Cases
- Learn/understand the lyrics of your favorite (foreign) music
- Sing to your Karaoke audio files
- Aid in foreign language learning
  - Listen to audio on Smartphone while looking on lyrics
    - in spoken language
    - in original script or transcribed script
    - or translated into a language that you master
Repository: stable-diffusion-webui
Issue: AMD GPU not being utilized with  automatic 1111: 
Labels: enhancement

### 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 ?

I would like the feature to allow automatic 1111 to use the AMD RYZEN GPU for quicker builds. 
If there is any way of using automatic 1111 with amd please comment

### Proposed workflow

just like for intel but for amd

### Additional information

_No response_
Repository: opencv
Issue: Fisheye Calibrate use CALIB_USE_INTRINSIC_GUESS and then distortion coefficent will get zero.
Labels: bug,category: calib3d,needs investigation

### System Information

OpenCV version: 4.5.0
Operating System / Platform: win10

### Detailed description

I try to use flag CALIB_USE_INTRINSIC_GUESS and already set the InternalMatrix.  Run it and I will get the error distortion coefficent , rvecs and tvecs. I do the following steps.
ps. distortion coefficent will be zero.

1. I try to check the source code and try to find the issue point.  
2. I find the code which is in fisheye::calibrate.
-> finalParam.Init(Vec2d(max(image_size.width, image_size.height) / CV_PI, max(image_size.width, image_size.height) / CV_PI), Vec2d(image_size.width / 2.0 - 0.5, image_size.height / 2.0 - 0.5));
3. I didn't set flag CALIB_USE_INTRINSIC_GUESS and run the fisheye::calibrate. I get the exact InternalMatrix value. And then I modify "finalParam.Init" to be the exact InternalMatrix value and run it.
4. I find the function "projectPoints" in function "ComputeExtrinsicRefine" will get some trouble about the following   ##image.
![image](https://user-images.githubusercontent.com/51467704/203820144-64075867-bd78-49a9-b4cc-c92c58eafc30.png)

I think it is error about algorithm convergence. But I am not sure why will it be error when I modify the finalParam.Init.

### Steps to reproduce

...

### Issue submission checklist

- [X] I report the issue, it's not a question
- [ ] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [ ] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: vscode
Issue: Diffrenciate between read vs write references
Labels: feature-request,editor-symbols,references-viewlet

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Decorate reference results with there usage, whether it was referenced to write/update a value, or read a value from it.
Also allow filtering based on  read or write usage reference.


Example
```ts
class A{
/*line 10*/  b:number = 10;
}

const i= new A();

/*line 20 */ console.log(i.b);

/*line 30 */ i.b = 100;
/*line 40 */ const t = i.b;
```

when try to find reference for member b in class A  
references at line 10 and 30 are of write usage
references at line 20 and 40 are of read usage
Repository: godot
Issue: Vulkan: Light2D occluders are not ordered in the same way between the editor and running project
Labels: bug,topic:rendering,topic:2d

### Godot version

4.0.beta6

### System information

Fedora 36, Vulkan Forward Plus, AMD Radeon RX 6900 XT

### Issue description

Light2D occluders are not ordered in the same way between the editor and running project. This occurs both if the LightOccluder2D node is a sibling or a child of the Sprite2D.

Closing and reopening the editor works as expected, so it's not an issue with something not being persisted to disk.

### Editor (expected behavior)

![image](https://user-images.githubusercontent.com/180032/203828056-a07bc4c2-bd7a-4396-b21a-0200f9c61838.png)

### Running project

![image](https://user-images.githubusercontent.com/180032/203828112-8b8ccd75-75be-4be8-b08c-709c9095a25c.png)

### Steps to reproduce

- Add a Sprite2D and generate a LightOccluder2D node for it using the Sprite2D menu at the top of the 2D editor (**Create LightOccluder2D Sibling**).
- Ensure the LightOccluder2D node is located below the Sprite2D in the scene tree (still as a sibling, not a child), to ensure that it is occluding the sprite.
- Run the project and notice the occluder is no longer appearing in front of the sprite.

### Minimal reproduction project

[test_2d_lights.zip](https://github.com/godotengine/godot/files/10086050/test_2d_lights.zip)
Repository: ant-design
Issue: CSS cascade layers support
Labels: 🗣 Discussion,Inactive

### What problem does this feature solve?

Trying to override antd styles requires the selectors to be more specific than antd's selectors. When using CSS utilities such as tailwind, the only way to increase specificity is to make all properties `!important`, which then becomes even harder to override. By giving the option to wrap antd's styles in a cascade layer, it will be much easier to cleanly override its styles when needed.

### What does the proposed API look like?

`<ConfigProvider cascadeLayer="framework" />`

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: stable-diffusion-webui
Issue: [Feature Request]: option to cancel upscale/batch in Extras tab
Labels: enhancement

### 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 ?

allow cancelling of eg LDSR upscaling especially in a batch as it is a particularly long process.

only option currently seems to Ctrl+C / quit the app and restart entirely

### Proposed workflow

1. Go to Extras -> Batch from directory
2. Select a directory
3. Select LDSR upscale
4. Click "Generate"

=> "Generate" button should change to "Cancel" (or maybe "Interrrupt" and "Skip" buttons to be consistent with other tabs)


### Additional information

_No response_
Repository: storybook
Issue: [Feature Request]: Play functions for storybook-server
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

Storybook-server misses an option to define play functions for testing. 

### Describe the solution you'd like

It would be helpful if I can define play functions in an extra js file which will be executed at certain events like window.DOMContentLoaded or similar to run the interaction tests.

### Describe alternatives you've considered

I've tried to use storybook-server + MDX files to run play functions on server stories of mine using something like:
```jsx
<Story
    id="components-charts--my-story"
    height={340}
    play={async ({ canvasElement }) => {
        const canvas = within(canvasElement);
        console.log("Test something here");
    }}
/>
```
But this doesn't work, but it could be a solution for testing too.

### Are you able to assist to bring the feature to reality?

no

### Additional context

_No response_
Repository: opencv
Issue: platforms/osx/build_docs.py is broken
Labels: bug,category: build/install,platform: ios/osx

### System Information

OpenCV version: 4.6.0
Operating System / Platform: MacOS 12.6.1
Compiler & compiler version: Apple Clang 14.0
Ruby 3.1.2

### Detailed description
```
% python3 ./platforms/osx/build_docs.py ./osx/build/build-x86_64-macosx/modules/objc/framework_build
============================================================
ERROR: argument should be integer or bytes-like object, not 'str'
============================================================
Traceback (most recent call last):
  File "/Users/cgk/Desktop/opencv-4.6.0/platforms/ios/build_docs.py", line 41, in build
    self._build()
  File "/Users/cgk/Desktop/opencv-4.6.0/platforms/ios/build_docs.py", line 37, in _build
    self.buildDocs()
  File "/Users/cgk/Desktop/opencv-4.6.0/platforms/ios/build_docs.py", line 60, in buildDocs
    sourceKitten = self.getSourceKitten()
  File "/Users/cgk/Desktop/opencv-4.6.0/platforms/ios/build_docs.py", line 54, in getSourceKitten
    if ret.find('ERROR:') == 0:
TypeError: argument should be integer or bytes-like object, not 'str'
```

### Steps to reproduce

1. Build framework: python3 ./platforms/osx/build_framework.py osx
2. Build docs: python3 ./platforms/osx/build_docs.py ./osx/build/build-x86_64-macosx/modules/objc/framework_build


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: stable-diffusion-webui
Issue: [Bug]: Blip checksum does not match
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

When I tried going for the first time under Train > Preprocess images, selected `Use BLIP for caption` and then pressing `Preprocess` it attempted to download the 890Mb model from `https://storage.googleapis.com/sfr-vision-language-research/BLIP/models/model_base_caption_capfilt_large.pth` 
and after finishing the download it throws an error

```
Error completing request
Arguments: ('/home/User/stable-diffusion-webui/HyperImages/', '/home/User/stable-diffusion-webui/HyperImages/processed/', 512, 896, 'ignore', False, False, True, False, 0.5, 0.2, False, 0.9, 0.15, 0.5, False) {}
Traceback (most recent call last):
  File "/home/User/stable-diffusion-webui/modules/ui.py", line 185, in f
    res = list(func(*args, **kwargs))
  File "/home/User/stable-diffusion-webui/webui.py", line 57, in f
    res = func(*args, **kwargs)
  File "/home/User/stable-diffusion-webui/modules/textual_inversion/ui.py", line 19, in preprocess
    modules.textual_inversion.preprocess.preprocess(*args)
  File "/home/User/stable-diffusion-webui/modules/textual_inversion/preprocess.py", line 18, in preprocess
    shared.interrogator.load()
  File "/home/User/stable-diffusion-webui/modules/interrogate.py", line 77, in load
    self.clip_model, self.clip_preprocess = self.load_clip_model()
  File "/home/User/stable-diffusion-webui/modules/interrogate.py", line 61, in load_clip_model
    model, preprocess = clip.load(clip_model_name, download_root=shared.cmd_opts.clip_models_path)
  File "/home/User/stable-diffusion-webui/venv/lib/python3.10/site-packages/clip/clip.py", line 120, in load
    model_path = _download(_MODELS[name], download_root or os.path.expanduser("~/.cache/clip"))
  File "/home/User/stable-diffusion-webui/venv/lib/python3.10/site-packages/clip/clip.py", line 70, in _download
    raise RuntimeError("Model has been downloaded but the SHA256 checksum does not not match")
RuntimeError: Model has been downloaded but the SHA256 checksum does not not match
```


### Steps to reproduce the problem

1. Go to Train tab
2. Go to Preprocess images sub-tab
3. Fill out Source directory and Destination directory fields
4. Press Use BLIP for caption
5. Press Preprocess


### What should have happened?

Presumably it should generate tokens for the images.

### Commit where the problem happens

828438b4a190759807f9054932cae3a8b880ddf1

### What platforms do you use to access UI ?

Linux

### What browsers do you use to access the UI ?

Brave

### Command Line Arguments

```Shell
--medvram
```


### Additional information, context and logs

_No response_
Repository: material-ui
Issue: [system] Setting custom breakpoints create TypeScript errors
Labels: typescript,package: system

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Steps:

1. Follow the custom breakpoints guide for TypeScript [here](https://mui.com/material-ui/customization/breakpoints/#custom-breakpoints)
2. Add custom breakpoints in `typings.d.ts`:

```ts
declare module '@mui/material/styles' {
  interface BreakpointOverrides {
    xl2: true,
    xl3: true,
  }
}

```


### Current behavior 😯

Imports from `@mui/material/styles` breaks:

![Immagine 2022-11-24 180819](https://user-images.githubusercontent.com/1532616/203837334-ca1094bd-1a04-42c7-a645-297cc3c74d0d.png)


### Expected behavior 🤔

Imports from `@mui/material/styles` works normally.

### Context 🔦

```
{
  "compilerOptions": {
    "target": "esnext",
    "module": "esnext",
    "moduleResolution": "node",
    "allowJs": true,
    "noEmit": true,
    "esModuleInterop": true,
    "strict": true,
    "jsx": "preserve",
    "resolveJsonModule": true,
  },
  "include": [
    "./assets/**/*.ts",
    "./assets/typings.d.ts",
    "./assets/i18n/typings.d.ts",
  ],
  "exclude": [
    "node_modules"
  ]
}
```


### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: Windows 10 10.0.22621
    CPU: (16) x64 AMD Ryzen 7 5800X 8-Core Processor
    Memory: 16.31 GB / 31.92 GB
  Binaries:
    Node: 16.17.1 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.19 - ~\AppData\Roaming\npm\yarn.CMD
    npm: 8.15.0 - C:\Program Files\nodejs\npm.CMD
  Managers:
    Composer: 1.10.26 - C:\ProgramData\ComposerSetup\bin\composer.BAT
  Utilities:
    Git: 2.37.3. - C:\Program Files\Git\mingw64\bin\git.EXE
  Virtualization:
    Docker: 20.10.20 - C:\Program Files\Docker\Docker\resources\bin\docker.EXE
  IDEs:
    VSCode: 1.73.1 - C:\Program Files\Microsoft VS Code\bin\code.CMD
  Languages:
    Bash: 5.1.16 - C:\Program Files\Git\usr\bin\bash.EXE
    Perl: 5.36.0 - C:\Program Files\Git\usr\bin\perl.EXE
    PHP: 7.4.28 - C:\Program Files\PHP\7.4\php.EXE
  Databases:
    MySQL: 10.3.34 (MariaDB) - C:\Program Files\MariaDB 10.3\bin\mysql.EXE
  Browsers:
    Edge: Spartan (44.22621.819.0), Chromium (107.0.1418.56)
    Internet Explorer: 11.0.22621.1
```
</details>
Repository: node
Issue: Investigate flaky test-fs-stat-bigint on macos M1
Labels: fs,macos,flaky-test

### Test

test-fs-stat-bigint

### Platform

macOS ARM64

### Console output

```console
node:internal/process/promises:289
            triggerUncaughtException(err, true /* fromPromise */);
            ^

AssertionError [ERR_ASSERTION]: Number version atimeMs = 1669309618654.8481, BigInt version atimeMs = 1669309618653n, Allowable delta = 1
    at verifyStats (/Users/ruyadorno/Documents/ruyadorno/node/test/parallel/test-fs-stat-bigint.js:71:7)
    at /Users/ruyadorno/Documents/ruyadorno/node/test/parallel/test-fs-stat-bigint.js:213:3 {
  generatedMessage: false,
  code: 'ERR_ASSERTION',
  actual: false,
  expected: true,
  operator: '=='
}
```


### Build links

- Seen locally, reproduced during tests in preparation for a v19.x release, will update with a build link in case it happens during CI builds

### Additional information

Failing consistently when running about 50 times in parallel execution, e.g:

`hyperfine -m 50 "out/Release/node test/parallel/test-fs-stat-bigint.js"`
Repository: rust
Issue: Rust attemts to implement FnMut for a closure consuming a `'static mut` reference?
Labels: A-closures,A-inference

Consider the following code:

```rust
struct Foo();

fn bar(foo_ref: &'static mut Foo) {
    let mut c = move || {
        foo(foo_ref);
    };
    c();
}

fn foo(foo_ref: &'static mut Foo) {}

fn main() {}

```

It fails to compile on both nightly and stable:

```
error: lifetime may not live long enough
 --> src/main.rs:5:9
  |
4 |     let mut c = move || {
  |                 ------- lifetime `'1` represents this closure's body
5 |         foo(foo_ref);
  |         ^^^^^^^^^^^^ argument requires that `'1` must outlive `'static`
  |
  = note: closure implements `FnMut`, so references to captured variables can't escape the closure
```

If I'm reading the error correctly, this is because Rust tries to implement `FnMut` for the closure. However, since the closure consumes the `&'static mut Foo`, it can only implement `FnOnce`. Indeed, I can "manually" create such a closure on nightly:

```rust
#![feature(unboxed_closures)]
#![feature(fn_traits)]

struct Foo();

fn bar(foo_ref: &'static mut Foo) {
    let c = ManualClosure { foo_ref };
    c();
}

fn foo(foo_ref: &'static mut Foo) {}

struct ManualClosure {
    foo_ref: &'static mut Foo,
}

impl FnOnce<()> for ManualClosure {
    type Output = ();

    extern "rust-call" fn call_once(self, args: ()) -> Self::Output {
        foo(self.foo_ref);
    }
}
```

I would expect the original code to work pretty much the same, with `c` being `FnOnce` but not `FnMut`. Is this a bug?

*([Original (slightly cursed) question on Mastodon](https://masto.ai/@haskman@functional.cafe/109398813477180207))*
Repository: rust
Issue: Comparing `String < {number}` gives subpar suggestion and comparisons don't point at source of E0308 expectation
Labels: A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut,D-invalid-suggestion,D-terse

[When writing `string < number`, the current output is](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=22544cf02655965d39537257e279d998):

```
error[E0308]: mismatched types
 --> src/main.rs:2:29
  |
2 |     let _ = String::new() < 42;
  |                             ^^- help: try using a conversion method: `.to_string()`
  |                             |
  |                             expected struct `String`, found integer
```

but it should be closer to

```
error[E0308]: mismatched types
 --> src/main.rs:2:29
  |
2 |     let _ = String::new() < 42;
  |             -------------   ^^ expected struct `String`, found integer
  |             |               
  |             expected because of this
  |
help: you might have meant to compare the string's length
2 |     let _ = String::new().len() < 42;
  |                          ++++++
```
Repository: godot
Issue: CharacterBody3D stops instantly when running against a wall
Labels: bug,topic:physics,topic:3d

### Godot version

3.5 vs 4.0.beta6

### System information

Fedora 37

### Issue description

I am aware that there were changes in the physics engine in Godot 4. I have code that makes the movement smooth for a first person controller. It is working both in 3.5 and 4.0, but when walking against a wall, at specific angle, the body abruptly stops, which is not desired in my case.

As far as I understand, this should only happen when the `floor_block_on_wall` is enabled in the **CharacterBody3D** properties. I think it's better to show this in a video:

3.5:
https://user-images.githubusercontent.com/42871796/203849965-62584ba9-876f-47a2-b325-a6ba99279cc9.mp4

4.0.beta6:
https://user-images.githubusercontent.com/42871796/203850056-ccbe34cf-78c0-41f3-ace5-f8d7a141c0fe.mp4




### Steps to reproduce

1. Download minimal reproduction project for godot 3.5 and 4
2. Try in both versions walking against a wall

### Minimal reproduction project

[fps-35.zip](https://github.com/godotengine/godot/files/10086850/fps-35.zip)
[fps-4.0.zip](https://github.com/godotengine/godot/files/10086851/fps-4.0.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: set different models to use for txt2img and img2img and also make an option that prevents prompts from being sent to img2img
Labels: enhancement

### 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 ?

The SD 1.5 inpainting model is so vastly superior to any other model for inpainting, it's not even close, the support for inpainting conditioning mask strength really makes it the only feasable choice. 

Therefore it should always be used for inpainting. As it is now, if I want to generate an image in a specific artstyle, first genning the principal picture but without artstyle and then sending it to img2img and then have the style inpainted usually produces much better results than having the picture genned with the artstyle to begin with. 

To facilitate this worklow, it would be great if model used for txt2img and img2img could be set seperatly, so you don't always have to switch. 

Also, when I send a genned img to img2img, the used prompt gets sent aswell. Please make an option that disables this, as the img2img prompt should only be the artstyle in this workflow. 

### Proposed workflow

Add options to have seperate models for txt2img and img2img and also add an option that prevents the prompt being sent to img2img if you click the button from txt2img.

### Additional information

_No response_
Repository: PowerToys
Issue: Offset cross on cross hair
Labels: Idea-Enhancement,Product-Mouse Utilities

### Description of the new feature / enhancement

Ability to offset the vert and horizontal cross hairs a given amount, or have them appear on a second monitor also.

### Scenario when this would be used?

for comparing columns side by side, using the cursors and cross hairs as relative reference points.

### Supporting information

_No response_