sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: Is there a way to filter a Creative common licence?
Labels: request

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## Checklist

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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 Issues with outdated version will be REJECTED.
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- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

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Provide an explanation of your issue in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
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WRITE DESCRIPTION HERE
Repository: PowerToys
Issue: [FileLocksmith.Interop] Enhance File Path Resolution with GetFinalPathNameByHandle
Labels: Idea-Enhancement,Help Wanted,Product-File Locksmith

### Description of the new feature / enhancement

### Context
In the current implementation of the FileLocksmith module [NtdllExtensions::path_to_kernel_name](https://github.com/microsoft/PowerToys/blob/3d39107e02558078241f0c8120fa2ec566f9e01a/src/modules/FileLocksmith/FileLocksmithLibInterop/NtdllExtensions.cpp#L142) is utilized to translate NT-style paths to a more conventional, drive-based format.
This translation is necessary after fetching file paths using the `NtDll.NtQuerySystemInformation` function.

While this manual approach is functional, Windows API offers a more robust and potentially less error-prone method for achieving the same goal: [GetFinalPathNameByHandleW](https://learn.microsoft.com/en-us/windows/win32/api/fileapi/nf-fileapi-getfinalpathnamebyhandlew). This function, given a file handle, returns the full drive-based path of the file, including handling various path nuances and edge cases automatically.

### Proposal
Replace the current manual method implemented in `path_to_kernel_name` with `GetFinalPathNameByHandleW`

### Scenario when this would be used?

Convert the NT device object path to the path with the drive letter.

### Supporting information

Reference implementation in pseudo C#
```
internal static class WinApi {
    [DllImport("kernel32.dll", SetLastError = true, CharSet = CharSet.Unicode, ExactSpelling = true)]
    [DefaultDllImportSearchPaths(DllImportSearchPath.System32)]
    private static extern int GetFinalPathNameByHandleW(SafeFileHandle hFile, [Out] StringBuilder filePathBuffer, int filePathBufferSize, int flags);

    public static string? GetFinalPathNameByHandle(SafeFileHandle hFile)
    {
        var buf = new StringBuilder();
        var result = GetFinalPathNameByHandleW(hFile, buf, buf.Capacity, 0);
        if(result == 0)
        {
            return null;
        }

        buf.EnsureCapacity(result);
        result = GetFinalPathNameByHandleW(hFile, buf, buf.Capacity, 0);
        if (result == 0)
        {
            return null;
        }

        var str = buf.ToString();
        return str.StartsWith(@"\\?\") ? str.Substring(4) : str;
    }
}

public void Test()
{
    var handles = NtDll.QuerySystemHandleInformation();
    foreach (var h in handles)
    {
        using var openedProcess = WinApi.OpenProcess(...);
        var curProcess = WinApi.GetCurrentProcess();
        var res = WinApi.DuplicateHandle(out var dupHandle);

        // If the handle type is a File, then the driveLetterBasedFileFullName will have a value like "\\?\C:\Windows\System32\en-US\combase.dll.mui"
        var driveLetterBasedFileFullName = WinApi.GetFinalPathNameByHandle(dupHandle)
    }
}
```
Repository: angular
Issue: Docs: Improve Core Web Vitals on angular.dev
Labels: P3,area: docs-infra

### Describe the problem that you experienced

The newest assessments of Core Web Vitals can be measured through page-speed.dev.

Looking at the angular.dev site does not yield positive results.

As the new Angular docs site should be a real world example of best practices in Angular, it should be optimized against the latest standards.

![Screenshot_20240211-131555](https://github.com/angular/angular/assets/42211/a3ac6b7a-5de0-488b-813a-59997868b837)


### Enter the URL of the topic with the problem

https://page-speed.dev/angular.dev

### Describe what you were looking for in the documentation

_No response_

### Describe the actions that led you to experience the problem

_No response_

### Describe what you want to experience that would fix the problem

_No response_

### Add a screenshot if that helps illustrate the problem

_No response_

### If this problem caused an exception or error, please paste it here

_No response_

### If the problem is browser-specific, please specify the device, OS, browser, and version

_No response_

### Provide any additional information here in as much as detail as you can

_No response_
Repository: deno
Issue: server.shutdown() leaks serverWebSocket
Labels: bug,ext/http

Version: Deno 1.40.4

`server.shutdown()` should wait for websockets to close to prevent leaking `serverWebSocket`, abort() should force close websockets

```js
const port = 3006;

Deno.test('httpServerWebSocketShutdown', async t => {
  const wsOpen = Promise.withResolvers();
  const server = Deno.serve({ port }, req => {
    const { socket, response } = Deno.upgradeWebSocket(req);
    socket.onopen = wsOpen.resolve;
    return response;
  });
  const ws = new WebSocket(`ws://localhost:${port}`);
  await wsOpen.promise;
  await server.shutdown();
});
```

```
error: Leaking resources: serverWebSocket
```
Repository: PowerToys
Issue: Power Rename - Path+Name too long
Labels: Issue-Bug,Product-PowerRename,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

PowerRename

### Steps to reproduce

Trying to rename files with a long name, trying to make it shorter.
The PowerRename warns about the length, Using the renamer I reduce the length till the warning dissappears and even more.

### ✔️ Expected Behavior

Rename the files to the new, shorter name.

### ❌ Actual Behavior

Nothing.
As I reduce the length of the full path, more and more files are able to be renamed.

### Other Software

_No response_
Repository: deno
Issue: new WebSocket() takes 2 seconds to open ?
Labels: bug,windows,ext/websocket,ext/http

Version: Deno 1.40.4

Why does `new WebSocket()` take 2 seconds to open a connection ?  It should be instant
 
```js
const port = 3007;
const server = Deno.serve({ port }, req => {
  const { socket, response } = Deno.upgradeWebSocket(req);
  socket.onopen = () => console.timeEnd('ws open');
  return response;
});

console.time('ws open');
const ws = new WebSocket(`ws://localhost:${port}`);
```
> ws open: 2050ms
Repository: ollama
Issue: OpenAI API: engines API missing
Labels: feature request,api

Hi! Fetching `http://localhost:11434/v1/engines/deepseek-coder:1.3b-base/completions` results in a 404

It would be awesome if ollama also allowed for OpenAI API text completions, GitHub Copilot for example depends on that
Repository: ollama
Issue: Add support for older AMD GPU gfx803, gfx802, gfx805 (e.g. Radeon RX 580, FirePro W7100)
Labels: feature request,amd,build

Officially ROCm no longer supports these cards, but it looks like other projects have found workarounds.  Let's explore if that's possible.  Best case, built-in to our binaries.  Fall-back if that's not plausible is document how to build from source with the appropriate older ROCm library and AMD drivers installed on your system and build a local binary that works.
Repository: TypeScript
Issue: Change return type of `Object` call signature to `unknown` (currently `any`)
Labels: Suggestion,Awaiting More Feedback

### 🔎 Search Terms

ObjectConstructor, Object, assignable, function

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about 5.3.3

### ⏯ Playground Link

https://www.typescriptlang.org/play?#code/CYUwxgNghgTiAEAzArgOzAFwJYHtVJxwAowAjALniIEp4BeAPngGcMYtUBzaygNxyzAA3ACgRiQjSEB6afECg5PACiADwAO4DCGDw4zZBAyUQMGDhjjJNekwBEt6jLmLVGzNt0h9hyqhzwTMwsJYmtGeFQDCEdZBWV1TQ89AyMA03NLYgBvAF9qWJcE9x1knzSgzKIAZTYObic410SSrxTff0CMkKIAOWQAW1ITGOd4ty0W71TOi0qAeVIAK00R+EAZcjHmzynjdIsgA

### 💻 Code

```ts
declare function foo(cb: () => string): void;

foo();// ✅ Expected result: error
foo(() => "");// ✅ Expected result: no error
foo(() => null);// ✅ Expected result: error
foo({})// ✅ Expected result: error
foo(String);// ✅ Expected result: no error
foo(Number);// ✅ Expected result: error

foo(Object);// ❌ Expected result: error
```


### 🙁 Actual behavior

`Object` (`ObjectContructor`) is assignable to any function, because it has a callable signature with return type of any.

This lets the developers to use `Object` where only a properly typed function would be allowed, which can lead to unexpected runtime errors.

I know this is a pretty edge case, but in my opinion it's worth looking into.

### 🙂 Expected behavior

`Object` is not assignable to functions with different return type

### Additional information about the issue

_No response_
Repository: ollama
Issue: Support for more image types
Labels: feature request

Currently image models such as Llava only support `png` and `jpeg`. Add support for more such as `webp`, `avif` and others.
Repository: godot
Issue: AudioStreamOggVorbis.load_from_file Unable to Open File After Export
Labels: documentation,topic:export

### Tested versions

v4.2.1.stable

### System information

Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1050 (NVIDIA; 31.0.15.5123) - Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz (8 Threads)

### Issue description

Similar to #87494 but this issue arises from the use of FileAccess under the hood by AudioStreamOggVorbis.load_from_file.
https://github.com/godotengine/godot/blob/4e990cd7e51d17cf24f854cc33b2715eaa27200f/modules/vorbis/resource_importer_ogg_vorbis.cpp#L245-L249

The code functions correctly within the editor:
```
func play_sample():
	var audio_stream = AudioStreamOggVorbis.load_from_file(sample_path)
	audio_player.stream = audio_stream
	audio_player.play()
```
However, upon exporting the project, it displays the classic message "Can't open file from path."
I resolved this issue by utilizing ResourceLoader, as suggested in https://github.com/godotengine/godot/issues/87494#issuecomment-1905393280 The amended code is as follows:
```
func play_sample():
    var audio_stream = \
    ResourceLoader.load(sample_path) as AudioStreamOggVorbis
    audio_player.stream = audio_stream
    audio_player.play()
```
It took me some time to identify and rectify this issue because the documentation lacks clarification regarding this behavior in the load_from_file method of the AudioStreamOggVorbis class. Perhaps a quick solution could be to add appropriate comments in the documentation to address this discrepancy like in FileAccess and DirAccess docs.

### Steps to reproduce

*   Open a Godot project containing a script that utilizes the `AudioStreamOggVorbis.load_from_file` method to load an OGG audio file.
*   Ensure the project functions correctly within the Godot editor environment.
*   Export the project to an executable file (e.g., Windows, macOS, Linux) using the public export templates
*   Run the exported executable.
*   Attempt to execute the script that uses the `AudioStreamOggVorbis.load_from_file` method to load the OGG audio file.
*   Observe the error message "Can't open file from path" or any other relevant error prompts indicating the failure to load the audio file.

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/godotengine/godot/files/14234465/Test.zip)
Repository: rust
Issue: Tracking Issue for `-Zdebuginfo-compression`
Labels: A-debuginfo,T-compiler,C-tracking-issue,-Zdebuginfo-compression

This is a tracking issue for the `-Zdebuginfo-compression` flag introduced by https://github.com/rust-lang/rust/pull/115358.

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Unresolved questions

  - Provide support in the bundled LLVM for zstd (`LLVM_ENABLE_ZSTD`).
    From: https://github.com/rust-lang/rust/pull/115358#issuecomment-1713034216.
Repository: godot
Issue: Inconsistancy of performance on HTML5
Labels: discussion

### Tested versions

3.5.3

### System information

web

### Issue description

![image](https://github.com/godotengine/godot/assets/32851924/2b0d2e88-bc6e-4df6-a32b-68314baf169d)

I spoted a very low performance, on my godot based website, like 1fps.

Then, i remembered the test link, and i could reproduce that on the test link as well.


Its several years, Several.


And yet, godot on the web is Pure .....

Well, and there is the case for to abandon old computers, or use the 3.x branch, a branch that does not sees a release in a very long time, compared to 4.


I just think that its time for godot to have good web implementation, a unifed one, on the 4 branch, that can attend ALL machines, and a implementation that can be performant on a Freaking blank page(All the time)???

Other Engines dithed the Web/WASM if i reccal. BUt at the sime time is not the Wasm problem per se..


I know this is a open source effort and i should help if i need help, not just point fingers.

But, cant be the only one to bother. 

In my sincere dreams, Godot is the new Flash Player. From Games to Single-page Sites, and all beyond. That should be the position it should hold.

But, it never FULLY delivered... Never.


Why? I just need to understand.

Thanks and sorry.

### Steps to reproduce

.

### Minimal reproduction project (MRP)

.
Repository: next.js
Issue: `export const revalidate = x` works locally but not in production
Labels: bug

### Link to the code that reproduces this issue

https://github.com/gigamesh/farcaster-hot-100

### To Reproduce

I set up this project so no env vars should be needed to test the problem.

1. Run `pnpm build && pnpm start` locally
2. Observe `revalidate` is working as expected (currently set to every 300 seconds)
3. Deploy to vercel
4. Observe `trendingByFollowerCount` never gets called after `revalidate` time expires (there is a console.log at the start of that function).

### Current vs. Expected behavior

Currently: the cache is only purged when the app is rebuilt & deployed
Expected: cache should be purged when `revalidate` time expires

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.2.0: Wed Nov 15 21:53:18 PST 2023; root:xnu-10002.61.3~2/RELEASE_ARM64_T6000
Binaries:
  Node: 21.5.0
  npm: 10.2.4
  Yarn: 1.22.19
  pnpm: 8.14.1
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

_No response_
Repository: vscode
Issue: Custom keybindings for scrolling notebook cell output into view and for scrolling inside the focussed cell output
Labels: feature-request,notebook-output

<!-- ⚠️⚠️ 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. -->
1. Scroll notebook output into view: Command to center current notebook cell and command to focus on notebook cell output exists. **No command / keybinding exists to scroll the notebook cell output into view.**
2. Currently scrolling the notebook cell output is possible via mouse scroll or with the arrow keys. It would be awesome if vscode supported **custom key bindings like HJKL to scroll the focused cell output**.
Repository: node
Issue: build: --v8-disable-object-print aborts build due to logic error
Labels: build

### Version

18.x+

### Platform

all

### Subsystem

build

### What steps will reproduce the bug?

As the title says, `--v8-disable-object-print` does not work because [`--v8-enable-object-print` defaults to `True`](https://github.com/nodejs/node/blob/a8de25ed1523594dd6bf0ee08a24f146d38cb4e8/configure.py#L797C1-L801) and currently configure.py [ensures that both `v8_enable_object_print` and `v8_disable_object_print` are not `True`](https://github.com/nodejs/node/blob/a8de25ed1523594dd6bf0ee08a24f146d38cb4e8/configure.py#L1529C1-L1532C39).

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

_No response_

### What do you see instead?

​

### Additional information

_No response_
Repository: godot
Issue: In Godot 4.2.1 using nvidia driver causing issue that hovering over menu label appear to be black
Labels: bug,platform:linuxbsd,topic:rendering,topic:porting,topic:thirdparty,needs testing

### Tested versions

4.2.1 stable

### System information

8 × Intel® Core™ i5-10300H CPU @ 2.50GHz, NVIDIA GeForce GTX 1650 Ti with Max-Q Design, Arch linux, Godot 4.2.1, nvidia driver, kde plasma

### Issue description

when I hover a menu label appear to be black and it is very slow to open


![Screenshot_20240212_140933](https://github.com/godotengine/godot/assets/122965406/731e4e3d-eca8-4c62-b78c-3ec03e23e0a2)

![Screenshot_20240212_142818](https://github.com/godotengine/godot/assets/122965406/8dbbffa4-26de-4c95-82bc-d518e7fec502)


I think using nvidia driver causing this issue, if I use nouveau driver no problem at all but only drawback is I should run godot with opengl3 and I want to use vulkan for better 3d rendering

### Steps to reproduce

fixing label black issue and glitch
when using nvidia driver

### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/14235374/test.zip)
Repository: godot
Issue: Ctrl+C and Ctrl+V shortcuts are broken, they apply to the wrong tab
Labels: bug,topic:editor,topic:input

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]



### System information

Godot v4.2.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 2600X Six-Core Processor (12 Threads)

### Issue description

When I try to use Ctrl+C and Ctrl+V to copy and paste an object in my scene, it instead for some reason pastes an option in the `Import` tab.

- I do not have the `Import` tab open, I have the `Scene` tab open.
- I do not even have something selected in the `FileSystem` tab which would show up in the `Import` tab when I switch to it.
- But nonetheless I get `Set meshes/force_disable_compression` in the output when trying to Ctrl+C and Ctrl+V, which was the most recent setting I changed in the `Import` tab before moving on to other tasks.

Using the right click menu and selecting `Copy` and then selecting `Paste` works as intended. For some reason it is just the keyboard shortcut which is broken.

### Steps to reproduce

1. change a setting in the `Import` tab
2. try to copy something in the `Scene` tab
3. it will do nothing and the output will show that it just affected whatever setting you changed in the `Import` tab.

### Minimal reproduction project (MRP)

Open a brand new project and follow the steps. Change an import setting of icon.svg and now you cannot Ctrl+C Ctrl+V in the `Scene` tab
Repository: vscode
Issue: `IHoverService`, `IHoverDelegate` and `setupCustomHover`
Labels: under-discussion,workbench-hover

While trying to better understand how the custom hover is being used in the workbench I noticed that most actually implement a [`IHoverDelegate`](https://github.com/microsoft/vscode/blob/983a3bc0aecfc0772dd7b37919d7da36c89a6f2d/src/vs/base/browser/ui/iconLabel/iconHoverDelegate.ts#L60) to pass down to base widgets using the [`IHoverService`](https://github.com/microsoft/vscode/blob/983a3bc0aecfc0772dd7b37919d7da36c89a6f2d/src/vs/platform/hover/browser/hover.ts#L17). A few are using the `IHoverService` directly though, without a delegate. In most cases [`setupCustomHover`](https://github.com/microsoft/vscode/blob/983a3bc0aecfc0772dd7b37919d7da36c89a6f2d/src/vs/base/browser/ui/iconLabel/iconLabelHover.ts#L165) is being used, but not all.

I find this actually quite hard to figure out how to adopt a custom hover into a new component: which of the three should it be? And why is `setupCustomHover` associated with `IconLabel`?

I think the delegate makes good sense to be used with base widgets, but `setupCustomHover` is what feels strange to me, why would the hover service not offer this functionality?
Repository: deno
Issue: Crashing when used with Mongo via NPM and SOCKS proxy
Labels: bug,node compat

Deno 1.40.4 /  mongodb@6.3.0 via NPM / MacOS 14.2.1 

When used without a proxy, Mongo will connect fine. When used with a SOCKS 5 proxy, it crashes.

Can be reproduced by just running this snippet of code with a correct Socks5 proxy. If you fudge the username/password you'll see it fails to connect, but when they are correct -- and you'll see the logs in the proxy that it DOES make a connection -- it crashes immediately.

```ts
import { MongoClient } from 'npm:mongodb'

const url = 'mongodb+srv://mongouser:mongopassword@mongohost/yourmongodb?proxyHost=PROXYHOST&proxyPort=PROXYPORT&proxyUsername=PROXYUSERNAME&proxyPassword=PROXYPASSWORD'

const query = (db) => (collection) =>
  db
    .collection(collection)
    .find({}, { limit: 10 })
    .toArray()

async function main() {
  let client = new MongoClient(url)
  await client.connect()

  const db = client.db('users')

  await Promise.all(Array(10).fill('listingsAndReviews').map(query(db)))
    .then(res => console.log('results: ', res))
    .finally(() => client.close())
}

main()
Deno.serve((_req: Request) => {
  return new Response("Hello, world!");
});

```

Crash log:
Listening on http://localhost:8000/
error: Uncaught Error: write EBADF
    at __node_internal_captureLargerStackTrace (ext:deno_node/internal/errors.ts:91:9)
    at __node_internal_errnoException (ext:deno_node/internal/errors.ts:139:10)
    at WriteWrap.onWriteComplete [as oncomplete] (ext:deno_node/internal/stream_base_commons.ts:90:16)
    at TCP.#write (ext:deno_node/internal_binding/stream_wrap.ts:280:13)
    at Object.runMicrotasks (ext:core/01_core.js:586:26)
    at processTicksAndRejections (ext:deno_node/_next_tick.ts:53:10)
    at runNextTicks (ext:deno_node/_next_tick.ts:71:3)
    at eventLoopTick (ext:core/01_core.js:72:21)