sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: Request for iQiyi/us/play
Labels: site-support-request

- [ ] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2020.03.24**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've checked that none of provided URLs violate any copyrights
- [X] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs
https://www.iqiyi.com/us/play/19rwtrqwgg
https://www.iqiyi.com/us/play/19rwtrp7ik

## Description
This is the only way that iQiyi posts its English subbed videos. I thought youtube-dl would support this since it says it supports iQiyi, but it doesn't. Please fix this soon! :)
Repository: flutter
Issue: Allow Hero widgets to have transitions within the same screen
Labels: c: new feature,framework,a: animation,customer: crowd,c: proposal,P2,team-framework,triaged-framework


## Use case

If i have a design similar to the gif below - 
![20200405_225909](https://user-images.githubusercontent.com/38868279/78686790-17dd3780-7911-11ea-9f44-f661626ce96d.gif)
and I want to avoid using another page, I will be unable to implement it since Hero widget does not seem to have the functionality to work on the same page. I have tried to search for a similar package which would hopefully work as intended as per my case but there does not seem to be a lot of them.

## Proposal
Allow Hero widgets to work on the same page without having to navigate to another page.
Repository: go
Issue: cmd/compile: anonymous structs consume space in binary
Labels: NeedsInvestigation,binary-size,compiler/runtime

Anonymous structs can take quite a significant amount of space in the compiled binary. Since anonymous structs do not have a proper name hence the full anonymous struct description used as the name.

As a quick experiment, by replacing some anonymous structs in Go compiler with a named type the compiler shrunk 14KB and the gofmt shrunk by 10KB.

As an extreme example: by changing: https://github.com/golang/go/blob/553a8626ba04981d362ee5937583d2592b305eae/src/runtime/mgc.go#L945 to a named type, the compiler binary shrunk ~5KB.

```diff
diff --git a/src/runtime/mgc.go b/src/runtime/mgc.go
index 7a8ab5314f..94693e5e87 100644
--- a/src/runtime/mgc.go
+++ b/src/runtime/mgc.go
@@ -945 +945,4 @@ const gcOverAssistWork = 64 << 10
-var work struct {
+var work _work
+
+//go:notinheap
+type _work struct {
```

Related issues #6853, #36313

### Go Version

<pre>
$ go version
go version devel +74d6de03fd Mon Apr 6 18:06:41 2020 +0000 windows/amd64
</pre>
Repository: neovim
Issue: Moving through files with long lines cause neovim to pause for a long time
Labels: bug

- `nvim --version`: `NVIM v0.4.3`
- `vim -u DEFAULTS` (version: 8.0) behaves differently? Yes it does not pause when moving through files with long lines.
- Operating system/version:`Linux 5.3.0-40-generic #32~18.04.1-Ubuntu SMP Mon Feb 3 14:05:59 UTC 2020 x86_64`
- Terminal name/version: `Gnome terminal 3.28.2`
- `$TERM`: `xterm-256color`

### Steps to reproduce using `nvim -u NORC`

Open https://raw.githubusercontent.com/ethereum/go-ethereum/b0ed083ead2d58cc25754eacdb48046eb2bc81cb/core/genesis_alloc.go and move the cursor down with 'j'.

### Actual behaviour

When the cursor gets to the line starting `const mainnetAllocData` notice that nvim freezes for about 30 seconds before displaying the message.

`'redrawtime' exceeded, syntax highlighting disabled`

After which the cursor becomes responsive.

### Expected behaviour

I would expect behaviour to match that of vim. Which is no long pauses when navigating long lines, and not having syntax highlighting disabled due to redrawtime being exceeded.
Repository: godot
Issue: CONNECT_ONESHOT only disconnects after idle frame
Labels: discussion,topic:core,documentation

**Godot version:**
3.2.1

**OS/device including version:**
Windows 10

**Issue description:**
one_shot signal don't actually disconnect after emission.
This leads to cases were the signal does not want to connect, but disconnects automatically
AFTER the function/method call which is unwanted behaviour in my opinion.
```
E 0:00:01.887   connect: Signal 'pressed' is already connected to given method '_on_button_pressed' in that object.
  <C++ Error>   Method failed. Returning: ERR_INVALID_PARAMETER
  <C++ Source>  core/object.cpp:1464 @ connect()
  <Stack Trace> Control.gd:8 @ _on_button_pressed()
```

**Minimal reproduction project:**
Following code demonstrates the issue:
```gdscript
extends Control

func _ready():
	$VBoxContainer/Button.connect("pressed", self, "_on_button_pressed", [], CONNECT_ONESHOT)

func _on_button_pressed():
	print("I WAS PRESSED!")
	$VBoxContainer/Button.connect("pressed", self, "_on_button_pressed", [], CONNECT_ONESHOT)
```

This minimal reproduction project might be a strange use of signal connection, but the actual use-case is too complex to demonstrate here.

Is this behaviour intended?
Repository: flutter
Issue: DropdownMenuItem is still inside the widget tree even when the DropdownButton has not been tapped yet
Labels: framework,f: material design,customer: money (g3),P2,team-design,triaged-design

https://b.corp.google.com/issues/153422899, which has a minimal reproducible case.
Repository: electron
Issue: Dialogs aren't centered to the window when calling showMessageBox(win, ...)
Labels: enhancement :sparkles:,platform/windows

### Preflight Checklist
* [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
* [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/CODE_OF_CONDUCT.md) that this project adheres to.
* [x] I have searched the issue tracker for an issue that matches the one I want to file, without success.

### Issue Details

* **Electron Version:** 8.2.0
* **Operating System:** Windows 10 (version 1709)
* **Last Known Working Electron version:** not sure

### Expected Behavior
I expect that opening a dialog via `dialog.showMessageBox(...)` and passing in a window as the first argument will create a dialog that's centered to the window.

### Actual Behavior
The dialog is centered to the screen.

### To Reproduce
Run the app below and observe that the dialog isn't centered to the window.

```
const { app, BrowserWindow, dialog } = require('electron')

async function createWindow() {
  const mainWindow = new BrowserWindow({ x: 1000, y: 1000 });
  await mainWindow.loadURL("https://google.com");

  dialog.showMessageBox(mainWindow, {
    message: "message"
  });
}

app.on('ready', createWindow)
```

It's not clear whether this is a bug or a feature request.

A similar issue [here](https://github.com/electron/electron/issues/7324) suggests that centering to the window is the expected behavior when using `showMessageBox(win, ...)`:

>If you want to center the dialog in a window, you should use showMessageBox and pass the window to it.
Repository: kubernetes
Issue: Clean up scheduler dependencies on k8s.io/kubernetes packages
Labels: kind/cleanup,sig/scheduling

To make it easier for out-of-tree developers to import the scheduler framework, among other scheduling helpers and constants, we should explore areas that we can remove dependencies on `k8s.io/kubernetes`. Places that could be easily removed are, for example, using internal APIs where not required or importing unrelated packages for simple helpers which can be trivially implemented. This will clean up the dependency tree for importing scheduler code externally. 

This is related to: [Proposal to migrate scheduler code to staging](https://docs.google.com/document/d/1WO-ixERpqkCSEXEq30YtEH_z_G-BoLKeCbkRJcKq3xA/edit). While the proposal includes all scheduler code, we are only focusing on scheduler framework code. However identifying anywhere in the scheduler code that these dependencies can be cleaned up will be helpful as well.

This will probably be an ongoing cleanup effort, and breaking the work into smaller PRs may actually help with review and preventing code breaking in the process.
/kind cleanup
/sig scheduling

PRs opened so far:
* https://github.com/kubernetes/kubernetes/pull/90105 `pkg/apis/core` @xiaoanyunfei 
  * moving the default scheduler name and references to the external api
* ~~https://github.com/kubernetes/kubernetes/pull/90006~~ `pkg/api/core/v1/helper` @gavinfish (part 1)
  * copies `GetPersistentVolumeClaimClass`, which is used in several other areas around pkg/volume
  * replaced by https://github.com/kubernetes/kubernetes/pull/98433
* https://github.com/kubernetes/kubernetes/issues/91782 Overview issue of `pkg/api/core/v1/helper` @ingvagabund 
* ~~https://github.com/kubernetes/kubernetes/pull/90041 `pkg/api/testing` @tanjunchen~~
* https://github.com/kubernetes/kubernetes/pull/90039 ~~`pkg/scheduler/util`~~ `pkg/api/v1/pod` @yuzhiquan 🔹
  *  move `GetPodPriority` to scheduler utils
  * ~~https://github.com/kubernetes/kubernetes/pull/90703 `pkg/api/v1/pod` @yiyang5055 🔹~~
* https://github.com/kubernetes/kubernetes/pull/90046 `pkg/controller/volume/scheduling/metrics` @tanjunchen 
  * copies metrics registration and definitions around volume binding
* https://github.com/kubernetes/kubernetes/pull/90111 `pkg/features` @gavinfish 🔹
  * held on https://github.com/kubernetes/kubernetes/issues/90136 discussion on feature gating for staging components
* ~~https://github.com/kubernetes/kubernetes/pull/90000 `pkg/master/ports` @SataQiu~~
* ~~https://github.com/kubernetes/kubernetes/pull/90040~~ `pkg/util/node` @tanjunchen 🔹
  * copies Node util `GetZoneKey`, which should be moved to external and imported by both
  * replaced by https://github.com/kubernetes/kubernetes/pull/97818
* https://github.com/kubernetes/kubernetes/pull/90008 `pkg/util/parsers` @gavinfish 
  * removes `DefaultImageTag` (":latest") const only used by us and kubelet
* https://github.com/kubernetes/kubernetes/pull/90007 `pkg/volume/util` @gavinfish 
  * still have dependency on VolumeBinder

🔹 = Adds code to `pkg/scheduler/util`, which should be externalized
Repository: PowerToys
Issue: Tool to add / remove shortcuts from "This PC"
Labels: Idea-New PowerToy,Product-Tweak UI Design,Product-File Explorer

It would be super useful to be able to tweak File Explorer to be more useful in the scene that we have shortcuts that are relevate for me.

For me personally, i don't need "3D Objects" but it would be sweet if I had my Source\Repos folder ("C:\Users\crutkas\source\repos")
Repository: TypeScript
Issue: Automatic Type Acquisition should give the ability to prioritize jsconfig.json types over node_modules types
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ 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. -->

# Feature request

Visual Studio Code should download @types/jest with this jsconfig.json configuration :

```json
{
    "typeAcquisition": {
        "include": [
            "jest"
        ]
    }
}
```

But Automatic Type Acquisition give priority to Jest types coming from node_modules :

```
[23:20:24.533] Explicitly included types: ["jest"]
[23:20:24.534] Typing names in '/data/www/jest-vscode-ata/package.json' dependencies: ["jest"]
[23:20:24.578] Searching for typing names in /data/www/jest-vscode-ata/node_modules; all files: [...]
[23:20:24.632]     Package 'jest' provides its own types.
```

Provided Jest types seems to be useless and they are not globally available. Automatic Type Acquisition should give the ability to prioritize jsconfig.json configuration over node_modules types.

# Configuration

- VSCode Version: 1.43.2
- OS Version: Debian 10 / Xfce 4.12

# Demo repository

- Clone Git repository with following command *git clone https://github.com/cedricmn/jest-vscode-ata.git*
- Go to project folder and type *npm install*
- Open index.test.js with Visual Studio Code
- IntelliSense for Jest does not works

# Workaround

- Installing @types/jest as dev dependency fix the issue but typing should be Automatic Type Acquisition responsibility
- Installing Jest globally and removing it from dev dependency fix the issue but Jest should be listed as dev dependency
Repository: godot
Issue: Material looks metallic and pretty smooth/shiny surface with GLES2 on Android
Labels: bug,platform:android,topic:rendering,confirmed,topic:3d

**Godot version:**
3.2.2 df87601c88

**OS/device including version:**
Linux mint 19.3 / Galaxy s8+

**Issue description:**
Material looks metallic and pretty smooth with GLES2 on Android.

This is how it looks on desktop
![desktop](https://user-images.githubusercontent.com/8281454/78708838-b4bdc600-794d-11ea-992b-78528632dec5.gif)

This is how it looks on Android
![phone](https://user-images.githubusercontent.com/8281454/78708846-b5eef300-794d-11ea-9e66-7eb153a21a97.gif)
it looks pretty metallic and smooth/shiny surface.
too shiny on front side, and too dark bottom of the sphere.

![image](https://user-images.githubusercontent.com/8281454/78709254-534a2700-794e-11ea-80b4-678d010764bb.png)


**Steps to reproduce:**
1. Download attached sample project
2. run on PC and Android

**Minimal reproduction project:**
[mat_test.zip](https://github.com/godotengine/godot/files/4446529/mat_test.zip)
Repository: flutter
Issue: Generate a local web page for visual diffs
Labels: a: tests,c: new feature,framework,a: quality,c: proposal,will affect goldens,P3,team-framework,triaged-framework

Idea from @HansMuller :)

When testing golden files locally, instead of just generating image files to view visual differences, it may be a nicer experience to generate a local web page to view all of them together in a nice format.
Repository: pytorch
Issue: Decouple DDP from CUDA
Labels: oncall: distributed,feature,module: cuda,triaged

After #28068, we now support 3rd party c10d extensions. However, DDP still hard-code calls into`torch.cuda.comm` APIs.

https://github.com/pytorch/pytorch/blob/8afa001d898914a48d6b9e3d944a99607d2819c1/torch/nn/parallel/distributed.py#L493-L496

To allow DDP to decouple from cuda, we have a few options:

1. Deprecating single-process-multi-device training support, i.e., deprecating `device_ids` arg in DDP. 
2. Use c10d libraries to do local broadcast. We probably can do this by creating a subgroup for each DDP instance that only contains its own pg instance and then using the `broadcast_multigpu` API to perform local broadcast.
3. Allow `torch.cuda.comm` to support 3rd party extensions. 

cc @ngimel @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @xush6528 @osalpekar
Repository: godot
Issue: Input class not handling Switch Pro Controller joystick axis properly
Labels: bug,topic:input

**Godot version:** 
v3.2.1.stable.official

**OS/device including version:** 
Windows 10 Home 1903

**Issue description:**
Using only the Nintendo Switch Pro Controller analog sticks, whenever I request `Input.get_joy_axis(0, JOYSTICK_AXIS_* )` or `Input.get_action_strength("ui_*")`, where "ui_*" was assigned to one of the left analog stick directions on the input map ("ui_up" -> Device 0, Axis 1 -; "ui_down" -> Device 0, Axis 1 +; ...) I only recieve discrete values. That is, the values I get are floats, but rounded ones, such that negative values round to -1 and positive value round to 1. The result is an input system only able to utilize 4 input vectors : (1, 1); (1, -1); (-1, 1); (-1, -1). As so, for instance, a character with this input configuration would only be able to move diagonally.

Also, because the values recieved are rounded up, there is no way to calculate a deadzone, so the controls twitch randomly on game even when they are supposed to be centered, as they are never 100% centered.

I tested this on a Xbox Controller, and all results came as expected, that is, the values are floats between -1 and 1 representing the right "strength" of input on the analog sticks. Also, the fault isn't on my particular controller, as the sensitivity of the analog is working on Switch and PC games.

**Steps to reproduce:**
1. Grab a Nintendo Switch Pro Controller and connect it Bluetooth-wise on your PC
2. Execute the code on the _process() function of a Node:
```
print(Vector2(Input.get_joy_axis(0,JOY_ANALOG_LX),  Input.get_joy_axis(0,JOY_ANALOG_LY)),
	Vector2(Input.get_joy_axis(0,JOY_ANALOG_RX),  Input.get_joy_axis(0,JOY_ANALOG_RY)))
```
3. Mess around with both analogs and check results

**Minimal reproduction project:**
[ProControllerBug.zip](https://github.com/godotengine/godot/files/4446910/ProControllerBug.zip)
Repository: kubernetes
Issue: Allow Changing Kubelet's Internal Housekeeping Period
Labels: sig/node,kind/feature,needs-triage

**What would you like to be added**:
The ability to adjust Kubelet's housekeeping frequency. Ideally via the config file as an `internalHousekeepingPeriod`. There is already a housekeeping interval CLI flag that I assume is related to cAdvisor but had trouble tracking down where it was actually used.

Kubelet has a "housekeeping"/cleanup routine that it performs every 2s to remove orphaned resources and remove unwanted pods.

See: https://github.com/kubernetes/kubernetes/blob/7bd48eb3f66bb545ddda54b671de726f4af45614/pkg/kubelet/kubelet.go#L145

**Why is this needed**:
This is primarily a performance improvement for lowering CPU usage on low-churn nodes or environments where this trade-off can happen, such as a local development Kubernetes (minikube/kind).
Repository: go
Issue: x/playground: support non-source input files
Labels: NeedsInvestigation,FeatureRequest

(This is somewhat related to #32403.)

Now that the Playground supports multi-file inputs, it would be nice if those files could include non-source files, which the program could then open using the usual `os` functions and use as inputs to various I/O libraries (for example, `encoding/csv` as in https://play.golang.org/p/PST2BvzIBPE).

That would make it easier, for example, for users to use [the `txtar` command](https://pkg.go.dev/golang.org/x/exp/cmd/txtar) to convert a local reproducer for a bug to be runnable in the Playground with minimal additional modification.

(CC @golang/osp-team)
Repository: go
Issue: net/rpc: client's DialHTTPPath() treats http CONNECT response incorrectly
Labels: NeedsInvestigation

https://tools.ietf.org/html/rfc7231#section-4.3.6 - says: 'Any 2xx (Successful) response indicates that the sender (and all inbound proxies) will switch to tunnel mode immediately after the
   blank line that concludes the successful response's header section;'

but DialHTTPPath() requires exactly `resp.Status == "200 Connected to Go RPC"`

https://github.com/golang/go/blob/master/src/net/rpc/client.go#L258
`if err == nil && resp.Status == connected {`
https://github.com/golang/go/blob/master/src/net/rpc/server.go#L688
`var connected = "200 Connected to Go RPC"`
Repository: terminal
Issue: Provide a 'Paste mode' to allow a paste keybinding to be 'smart'.
Labels: Issue-Feature,Area-Extensibility,Product-Terminal

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# Description of the new feature/enhancement

As part of the discussion in https://github.com/microsoft/terminal/issues/968 there was a suggestion that, while creating a selection was a good cue for enabling a smart copy mode, there was no equivalent cue for smart paste.

Implementing a paste mode may be a good addition to assist those that wish to use Ctrl+V as both a paste key and a key combination in terminal apps.

# Proposed technical implementation details (optional)

My idea is frankly quite vague. Apologies if it feels unreasonable.

Perhaps the terminal could, on app activation and in the event of a clipboard addition, detect the presence of a compatible item in the clipboard and enable a paste 'mode'. This would provide a visual cue that the paste keybinding(s) would paste rather than be sent through to the terminal. Once in this mode, an opportunity to cancel the mode would be available to the user, through a UI element and/or another keybinding.
Repository: flutter
Issue: Sibling FloatingActionButtons nested under a Wrap slow to repaint on the Web
Labels: engine,c: performance,platform-web,perf: speed,e: web_html,has reproducible steps,customer: web10,P3,team-web,triaged-web,found in release: 3.13,found in release: 3.17

Sample app that reproduces the issue: https://gist.github.com/clocksmith/240a6bbe1a0f72847ee4139fe493a712.

This is reproducible on the HTML backend. We should also check CanvasKit, just in case.

Hat tip to @clocksmith for narrowing it down to a reproducible app.
Repository: flutter
Issue: Remove extraneous Samsung keyboard hacks from the Android embedder.
Labels: a: text input,team,platform-android,engine,dependency: android,P2,c: tech-debt,team-android,triaged-android

As part of https://github.com/flutter/flutter/issues/31512 and https://github.com/flutter/flutter/issues/51893, we introduced workarounds for various Samsung keyboard bugs in InputConnectionAdaptor.java in the Android embedder. Many of these can be removed.

We should go through and verify which workarounds are no longer necessary and remove them as appropriate.
Repository: excalidraw
Issue: Collaboration performance on slow upload connections
Labels: performance ⚡️,collaboration

We've been using Excalidraw collaborative sessions and encountered issues where the updates being sent take an exceptionally long time to make it to other participants. The updates seem to get queued up and slowly propagated to the receiving participant at a rate slower than the updates are being sent, leading to one participant's view potentially being minutes behind another's.

How can we go about diagnosing this? Could it be upload latency to the server? We're all in Australia if that helps.
Repository: TypeScript
Issue: Cannot mix both fixed and rest arguments using '.call' when using '--strictBindCallApply'
Labels: Needs Investigation

**TypeScript Version:**  3.9.0-dev.20200328

<!-- Search terms you tried before logging this (so others can find this issue more easily) -->
**Search Terms:** strict call rest arguments

**Code**

```ts
class C {
    use<A extends any[]>(fn: (this: this, obj: this, ...args: A) => void, ...args: A) {
        fn.bind(this, this)(...args); // ok
        fn.bind(this)(this, ...args); // error
        fn.call(this, this, ...args); // error
    }
}
```

**Expected behavior:**

The 2nd and 3rd cases above should be ok

**Actual behavior:**

The 2nd and 3rd cases above report errors. 

**Playground Link:** [Playground](https://www.typescriptlang.org/play/index.html?ts=Nightly#code/MYGwhgzhAEDC0G8BQ1XQK4QKYB4CC0WAHgC5YB2AJjGOQJ4DaAugHwAUAZuQFzRskALAJYRegkQBpoAewBGAKzHCIUgHTqwAJwDmo6HgCU0ALwtoAN2lDKajTr2HEKNC66rZQqv2VTxEA2zqqlq6BgDczi6obh5efgF+tsH24ZFRbsBgICDektCJ0EEh-hEuAL5IZUA)

**Related Issues:**