sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: Mapping static video titles to playlist download
Labels: bug

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Please make sure the question is worded well enough to be understood

I want to download a playlist of videos. Through some custom logic, I have determined the video file names beforehand. Is there any way to map them to the playlist items as they are downloaded? For a single video, this is simple enough, e.g.

(Using JS as an example)
```js
const name = "my_predetermined_name";
const outputTemplate = `${name}.%(ext)s`; // later using `-o ${outputTemplate}` as CLI argument
```

If I read the docs correctly, there is no way to generate a conditional template (`if(playlist_index==1){${name1}}.$(ext)s` or something horrible like that).

Is there any way to achieve this with command line arguments? I can imagine this to work with some kind of post-processing filter, e.g. naming all videos with `%(playlist_index)s.%(ext)s` to keep them unique and then mapping my file names after everything is downloaded.

As a last resort, splitting the playlist download into n seperate downloads would work (using `-I` probably?) but I can imagine that adds a lot of overhead.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: pytorch
Issue: Profiler with stack does not work for CPU when loading model
Labels: triaged,oncall: profiler

### 🐛 Describe the bug

Running the profiler on the CPU with `with_stack` activated does not allow to call torch.load. 
```python
    import torch    
    from torch.profiler import profile, ProfilerActivity

    with profile(
        activities=[ProfilerActivity.CPU],
        with_stack=True,
    ):

        chckpt = torch.load(model_path)
```

The error message is
```
  File "main.py", line 10, in main
    with profile(
  File "/home/.../python3.12/site-packages/torch/profiler/profiler.py", line 624, in __exit__
    self.stop()
  File "/home/.../python3.12/site-packages/torch/profiler/profiler.py", line 638, in stop
    self._transit_action(self.current_action, None)
  File "/home/.../python3.12/site-packages/torch/profiler/profiler.py", line 666, in _transit_action
    action()
  File "/home/.../python3.12/site-packages/torch/profiler/profiler.py", line 163, in stop_trace
    self.profiler.__exit__(None, None, None)
  File "/home/.../python3.12/site-packages/torch/autograd/profiler.py", line 296, in __exit__
    self.kineto_results = _disable_profiler()
                          ^^^^^^^^^^^^^^^^^^^
RuntimeError: !stack.empty() INTERNAL ASSERT FAILED at "../torch/csrc/autograd/profiler_python.cpp":969, please report a bug to PyTorch. Python replay stack is empty.
```

Using ProfilerActivity.CUDA instead causes no error.
Activating all attributes except for `with_stack` also causes no error.

### Versions

Collecting environment information...
PyTorch version: 2.2.0+cu118
Is debug build: False
CUDA used to build PyTorch: 11.8
ROCM used to build PyTorch: N/A

OS: Ubuntu 22.04.3 LTS (x86_64)
GCC version: (Ubuntu 10.5.0-1ubuntu1~22.04) 10.5.0
Clang version: 14.0.0-1ubuntu1.1
CMake version: version 3.22.1
Libc version: glibc-2.35

Python version: 3.12.1 | (main, Jan 19 2024, 15:51:05) [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-69-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 11.5.119
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration: 
GPU 0: NVIDIA RTX A5000

Nvidia driver version: 515.105.01
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True


Versions of relevant libraries:
[pip3] mypy-extensions==1.0.0
[pip3] numpy==1.26.4
[pip3] onnxruntime==1.17.0
[pip3] torch==2.2.0+cu118
[pip3] torch-tb-profiler==0.4.3
[pip3] torchvision==0.17.0
[pip3] triton==2.2.0
[conda] numpy                     1.26.4                   pypi_0    pypi
[conda] torch                     2.2.0+cu118              pypi_0    pypi
[conda] torch-tb-profiler         0.4.3                    pypi_0    pypi
[conda] torchvision               0.17.0                   pypi_0    pypi
[conda] triton                    2.2.0                    pypi_0    pypi

cc @robieta @chaekit @aaronenyeshi @nbcsm @guotuofeng @guyang3532 @gaoteng-git @tiffzhaofb @dzhulgakov @davidberard98
Repository: pytorch
Issue: FFT operations on MPS are less accurate than on CPU
Labels: triaged,module: fft,module: mps

### 🐛 Describe the bug

It looks like errors of FFT operations on MPS are getting larger proportionally to the tensor size, i.e. consider following
```python
import torch
for size in [2**i for i in range(3, 12)]:
    x=torch.arange(size, dtype=torch.float, device="mps")
    print(f'| {size:4} | {(torch.fft.fft(x).cpu()-torch.fft.fft(x.cpu())).abs().max().item():.2} |')
```
will produce the following discrepancies

| size  | `.abs().max()` |
| ------------- | ------------- |
|    8 | 4.8e-07 |
|   16 | 9.5e-07 |
|   32 | 5.6e-05 |
|   64 | 0.00019 |
|  128 | 0.00052 |
|  256 | 0.002 |
|  512 | 0.0076 |
| 1024 | 0.031 |
| 2048 | 0.19 |

and if one uses orthonormal normalization(using script below), errors will look as follows:
```python
import torch
for size in [2**i for i in range(3, 12)]:
    x=torch.arange(size, dtype=torch.float, device="mps")
    print(f'| {size:4} | {(torch.fft.fft(x, norm="ortho").cpu()-torch.fft.fft(x.cpu(), norm="ortho")).abs().max().item():.2} |')
```
| size  | `.abs().max()` |
| ------------- | ------------- |
|    8 | 9.5e-07 |
|   16 | 2.4e-07 |
|   32 | 1e-05 |
|   64 | 2.3e-05 |
|  128 | 4.9e-05 |
|  256 | 0.00012 |
|  512 | 0.00049 |
| 1024 | 0.00098 |
| 2048 | 0.0049 |


### Versions

nightly

cc @mruberry @peterbell10 @kulinseth @albanD @DenisVieriu97 @razarmehr
Repository: storybook
Issue: [Bug]: No TailwindCSS classes reload after Angular component save. Need to refresh the whole page to get styles. Hot-reload issue?
Labels: bug,help wanted,angular,tailwind,sev:S3

### Describe the bug

## What is wrong

1. After installation of Angular 17 (newest) + Tailwind (newest) + Storybook (newest) there is a hot reloading issue, in which Storybook refreshes on angular component save but doesn't deliver newest CSS styles. Classes gets applied, but classes definition is not carried into them. To get the proper styling you have to manually refresh the window, then they are present. I suspect hot-reload occurs before new CSS are compiled by Tailwind and ready to use, or hot reload doesn't force new files fetching.

Project installed according to:
https://tailwindcss.com/docs/guides/angular
https://storybook.js.org/recipes/tailwindcss


    

### To Reproduce

Install newest angular and follow: 
https://tailwindcss.com/docs/guides/angular
https://storybook.js.org/recipes/tailwindcss

### System

_No response_

### Additional context

_No response_
Repository: TypeScript
Issue: Shortcut for creating local variable from all occurrences
Labels: Suggestion,Awaiting More Feedback

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->

If there is not already, there should be support for refactoring(creating local variable of) all instances of a selection. The images show a before and after of what I am looking to do. I tried creating a shortcut with multiple commands where the first selects all instances then the second refactors the lines, but this is not yet possible.

![IMG_8923](https://github.com/microsoft/vscode/assets/22309201/f4ec9ba9-9ba5-4341-ab86-5c6d83eed2ef)
![IMG_8924](https://github.com/microsoft/vscode/assets/22309201/879e7c5e-c487-446c-954e-49c810083b6a)
Repository: rust
Issue: PartialOrd doesn't document whether <= is transitive
Labels: T-libs-api,A-docs

With the properties required in the PartialOrd documentation, it seems that it's only possible to prove that if a < b and b == c, then either a < c or partial_cmp(a, c) == None, but we can't prove that partial_cmp(a, c) == Some(Less).

In particular, a three-element model where a < b, b > a, b == c, c == b, partial_cmp(a, c) == None, partial_cmp(c, a) == None seems to satisfy all requirements.

Thus, if a <= b && b <= c, then we also have that either a <= c or partial_cmp(a, c) == None, but can't prove that partial_cmp(a, c).is_some().

On the other hand, if a < b and b < c, then partial_cmp(a, c) == Some(Less) by the transitivity property.

I think this was an oversight, since such a property would be mathematically expected.

Also, the doc comment states that "<= and >= do not behave according to a non-strict partial order. That is because mathematically, a non-strict partial order would require reflexivity". However, non-strict partial order require transitivity of <= in addition to the missing reflexivity, which is not explicitly stated in the comment, so there is a contradiction in the doc comment.

The doc comment is also redundant, in that it specifies the transitivity of > both in the requirements and the corollaries (perhaps <= was meant to be written in the requirements instead of >?)

I think this should either be added to the specified transitivity property, or it should explicitly be documented that it's not guaranteed.
Repository: godot
Issue: Custom class "Editor" can't be added to scene using "Create New Node" dialog.
Labels: enhancement,discussion,topic:editor

### Tested versions

- Reproducible in: 3.4.4-stable, 3.5.3-stable, v4.2.1-stable, 4.3-dev3...

### System information

Godot v4.2.1.stable - Debian GNU/Linux 11 (bullseye) 11 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti () - 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz (12 Threads)

### Issue description

Custom class "Editor" can't be created using "Create New Node" dialog.
Can be created in GDScript. Autocomplete works.

![class_name_editor](https://github.com/godotengine/godot/assets/7192155/8a1664bb-cecd-4ec3-80c5-c0686a3e21fd)

P.S. The same on Windows.

### Steps to reproduce

1. Create custom class "Editor" using "class_name Editor extends Control".
2. Save.
3. Add new scene.
4. Try to add node "Editor" using "Create New Node" dialog.


### Minimal reproduction project (MRP)

N/A
Repository: next.js
Issue: Optional catch all routes [[...slug]]/page.tsx seems to also catch assets requests, like .css files in STANDALONE mode
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/Emiliano-Bucci/next-js-catch-all-routes-issue

### To Reproduce

1. Build your application with `npm run build`
2. Run the application using `node .next/standalone/server.js`
3. Open http://localhost:3000 and terminal
4. Make hard refresh
5. Now in the console you should see lots of asset requests and the app that **crash**

<img width="623" alt="Screenshot 2024-02-20 at 18 24 19" src="https://github.com/vercel/next.js/assets/36669369/8314b7d8-7d57-4365-8462-64cf501c1f5c">

### Current vs. Expected behavior

I guess this requests shouldn't be evaluated, just paths.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.0.0: Fri Sep 15 14:41:43 PDT 2023; root:xnu-10002.1.13~1/RELEASE_ARM64_T6000
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: 1.22.19
  pnpm: 8.15.1
Relevant Packages:
  next: 14.1.1-canary.57 // Latest available version is detected (14.1.1-canary.57).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Routing (next/router, next/navigation, next/link)

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed), Other (Deployed)

### Additional context

_No response_
Repository: next.js
Issue: context.res.setHeader not setting Cache-Control
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/eloisetaylor5693/nextjs-set-cache-control

### To Reproduce

```typescript
export async function getServerSideProps(context: GetServerSidePropsContext) {
  context.res.setHeader(
    "Cache-Control",
    "public, s-maxage=300, stale-while-revalidate=600"
  );
  return {
    props: { title: "hello world" },
  };
}
```

results in the response header
`Cache-Control: no-store, must-revalidate`


### Current vs. Expected behavior

When testing in the browser, the response header doesn't include the cache control I set

Current: `Cache-Control: no-store, must-revalidate`
Expected: `Cache-Control: public, s-maxage=300, stale-while-revalidate=600`

### Provide environment information

```bash
Node: 20.10.0
npm: 10.2.3
Nextjs: canary
```


### Which area(s) are affected? (Select all that apply)

Data fetching (gS(S)P, getInitialProps)

### Which stage(s) are affected? (Select all that apply)

Other (Deployed)

### Additional context

_No response_
Repository: go
Issue: x/build: improve LUCI builder test sharding strategy for the main Go repository
Labels: Builders,ToolSpeed,NeedsDecision

The current test sharding strategy for the LUCI builders is to generate 4 test shards and distribute the `go tool dist test -list` tests across them via a hash of their names. This strategy means the test execution order and grouping is deterministic, which is useful for reproducibility, but doesn't take into account how long the tests take to run.

As a result, we've observed differences in test shard run times up to 2x (longest vs. shortest). The worst cases tend to be on builders where certain tests  are disproportionately slower, either because of the build mode or the platform. (The race mode builders and Windows builders are hit particularly hard.)

There are a few things we can do to fix this. The easiest one is to just find a hash that distributes the tests more evenly. This seems fragile at first, but the `go tool dist test -list` names change very infrequently, so this might work well. Another is to weigh the tests according to historical runtimes on a particular builder, and bucket them according to some load balancing scheme. (Probably not on every run; we still value determinism, so the weights will probably be hard-coded and updated only occasionally.)

We can probably get back a few minutes of build latency for presubmit runs this way.
Repository: flutter
Issue: [Windows] Add multi-view runner APIs
Labels: platform-windows,a: desktop,P2,a: multi window,team-windows,triaged-windows

Do all the Windows stuffs in https://flutter.dev/go/desktop-multi-view-runner-apis

* [ ] C APIs
    * [x] `FlutterDesktopViewId` 
    * [x] `FlutterDesktopEngineCreateViewController`
        * ⚠️ This is "pubternal": you can link against this but it isn't in the `flutter_windows.h` header file yet 
    * [x] `FlutterDesktopPluginRegistrarGetViewById`
    * [ ] `FlutterDesktopEngineProperties.disable_implicit_view`
* [ ] C++ APIs
    * [ ] Add `FlutterEngine` constructor with an `enable_implicit_view` argument
    * [ ] Add `FlutterViewController` constructor that accepts a `std::shared_ptr<FlutterEngine>`
    * [x] Add `FlutterViewController::view_id()`
    * [ ] Add `FlutterViewController::shared_engine()`
    * [x] Add `PluginRegistrarWindows::GetViewById`
Repository: vscode
Issue: Getting Started: card border overlaps with scrollbar
Labels: polish,getting-started

<img width="364" alt="image" src="https://github.com/microsoft/vscode/assets/876920/4a5c7cba-802b-44ac-89a3-e28c0e1c0c6a">

Maybe we can put some padding around the card so it doesn't overlap with the scrollbar
Repository: godot
Issue: viewport texture using transparency is darker colour (or brighter with premult on)
Labels: topic:rendering,needs testing

EDIT: discovered this is an issue in forward+ but apparently not in compatibility mode 

### Tested versions

v4.2.stable.official [46dc27791]

### System information

Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4633) - Intel(R) Core(TM) i3-10100 CPU @ 3.60GHz (8 Threads)

### Issue description

I'm rendering a quad with 50% grey material, 50% opacity to a viewport texture with transparent background
placing the viewport texture on a TextureRect over a ColorRect of 50% grey, the texture is a different darker grey
I believe the rendered texture should blend in seamlessly to the grey background? I have tried giving the TextureRect a material with Premultiplied Alpha, which results in a lighter grey

Note: when the quad material is at 0 or 100 opacity the render texture does indeed blend in, so I don't think it's a linear colour space issue?

I did see another issue relating to viewport transparency but it was stated the premuliply setting fixed it and it does NOT in this case

thanks!

![premult](https://github.com/godotengine/godot/assets/97259185/861cb6b7-3cbb-42aa-9b45-c8c4a1eef7b6)


### Steps to reproduce
(simple version):
open the example project and observe the partially transparent render texture is visible when placed over a solid color rect of exactly the same value. the upper grey square on the left is set to mix and the lower set to premultiply, both are visible against the color rect

---------

create 2 sets of subviewport container with subviewport children, in the upper one add camera3d and position in front a meshinstance with quad, with material 50% grey, unshaded, alpha mix on, 50% transparent. make sure viewport transparency is on

in the lower subviewport add a colorrect at 50% grey, and beneath a texturerect displaying the above viewport texture.
toggle the texturerect and notice a difference in value (darker) adding a material and setting it to premultiplied alpha will make it appear lighter than 50% grey instead

### Minimal reproduction project (MRP)

[premult_issue.zip](https://github.com/godotengine/godot/files/14349443/premult_issue.zip)
Repository: vscode
Issue: `createChatParticipant` API choices: The Handler function
Labels: chat

Testing #205609

It feels very odd to me that we pass in a `Handler` function into the `createChatParticipant` rather than:
* using a Provider model something like:
```
{
    provideChatParticipant() { ...}
}
```
* following what we do for `UriHandler`s where you pass in:
```
{
   handleUri() {...}
}
```

I feel like chat participants are often going to be represented as classes since there will likely be some state/instance variables that will need to be kept tied to that instance and doing it this way promotes that idea. Aside from commands, which are really quite a lower level basic unit, I don't see any (or at least many) usages of passing in a raw handler.
Repository: neovim
Issue: Extmark with `number_hl_group` does not combine highlighting with any `*LineNr*` highlight group
Labels: enhancement,marks,needs:vim-patch

### Problem

Extmark with `number_hl_group` does not combine highlighting attributes with `*LineNr*` groups (`LineNr`, `LineNrAbove`, `LineNrBelow`, `CursorLineNr`).

### Steps to reproduce

1. Create an 'init.lua' with the following content:
    ```lua
    vim.o.termguicolors, vim.o.number, vim.o.cursorline = true, true, true

    vim.api.nvim_set_hl(0, 'Red', { fg = 'red' })
    vim.api.nvim_set_hl(0, 'CursorLineNr', { bold = true })
    vim.api.nvim_set_hl(0, 'LineNr', { reverse = true })
    vim.api.nvim_set_hl(0, 'LineNrAbove', { underline = true })
    vim.api.nvim_set_hl(0, 'LineNrBelow', { undercurl = true })

    vim.api.nvim_buf_set_lines(0, 0, -1, false, { 'Hello', 'World', 'People' })
    local ns_id = vim.api.nvim_create_namespace('tmp')
    vim.api.nvim_buf_set_extmark(0, ns_id, 1, 0, { number_hl_group = 'Red' })
    ```

1. `nvim --clean -u init.lua`. Observe that line number 2 is highlighted as plain red foreground and not reversed (as `LineNr`).
2. Navigate to line 2. Observe that line number 2 is highlighted as plain red and not bold red.
3. `:set relativenumber` and move cursor up and down. Line number 2 is still highlighted as plain red.

### Expected behavior

Eventual line number highlighting should be a combination of `number_hl_number` and any relevant `*LineNr*`. Meaning that any highlight attribute should be taken from `number_hl_group` *with fallback to any active `*LineNr*`* .

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2400+g8952a89db

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

No (doesn't have this functionality)

### Operating system/version

EndeavourOS Linux x86_64 (6.7.5-arch1-1)

### Terminal name/version

st-0.9

### $TERM environment variable

st-256color

### Installation

appimage
Repository: vscode
Issue: GitHub query limit exceeded error
Labels: bug,polish,issue-reporter

Testing #205587

After some testing, I got this error:
<img alt="image" src="https://github.com/microsoft/vscode/assets/31675041/a37b7b04-dd2c-4d54-82e2-d12224edbe80">

This is expected and seems to explain the problem well, but perhaps offering an estimate of how long to wait would be nice,