sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: nzgeo.com videos
Labels: site-support-request

<!--

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  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
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## Checklist

<!--
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 2020.03.24. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] 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

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.nzgeo.com/video/stewart-island/


## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Videos from https://www.nzgeo.com/ play OK in Firefox.  From the page's HTML source, the following URL seems to be the one to use:
<source src="//d24vm4mjvxzrpc.cloudfront.net/AZLTN52l/hls/AZLTN52l.m3u8" type="application/x-mpegurl">
Repository: flutter
Issue: Smoke-test that localhost servers are allowed by developer's computer
Labels: tool,customer: crowd,platform-web,P2,team-web,triaged-web



## Steps to Reproduce

<!-- Please tell us exactly how to reproduce the problem you are running into. -->

1. dev channel v1.16.2 , run web Exception

## Logs

Launching lib\main.dart on Chrome in debug mode...
Building application for the web...
Finished with error: SocketException: Failed to create server socket (OS Error: Failed to start accept), address = localhost, port = 52113
Repository: godot
Issue: Signal 'files_dropped' not emitting when engine is run as administrator
Labels: bug,platform:windows,topic:editor,confirmed

**Godot version:** 3.2.1.stable.official

**OS/device including version:** Windows 10 x64

**Issue description:** Engine doesn't react when a file or multiple files are dropped over game window. Sample project still works with 3.2 build.

**Steps to reproduce:** connect _SceneTree_ with _files_dropped_ signal.

**Minimal reproduction project:** [FileDropTest.zip](https://github.com/godotengine/godot/files/4386951/FileDropTest.zip)
Repository: TypeScript
Issue: "export class" does not compile with outfile=foo (module=none, es6)
Labels: Bug

**TypeScript Version:**  3.8.3

**Search Terms:**

**Code**
```jsonc
{
   "$schema": "http://json.schemastore.org/tsconfig",
   "compilerOptions": {
      "module": "none",
      "target": "es6",
      "types": [],
      "outFile": "newFile.js" //   <- important
   },
   "files": [
      "main.ts"
   ]
}
```
```ts
// main.ts
declare module Common {
    abstract class absCom {
        constructor();
    }
}
export /* <- important */ class Com extends Common.absCom {
    constructor() {
        super();
    }
}
```

**Expected behavior:**
This should compile without problems.
**Actual behavior:**
When I configure an `outfile` **no file** is generated (`js` and no `.d.ts`, `.js.map`).
But we get **no error message** about this! 
This is the same with `--verbose`:
```
[13:11:21] Project 'foo/tsconfig.json' is out of date because output file 'foo/newFile.js' does not exist
[13:11:21] Building project 'foo/tsconfig.json'...
[13:11:23] Updating unchanged output timestamps of project 'foo/tsconfig.json'...
```

Test 1:
Removing the `outfile` generates the following block in `main.js`:
````js
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
class Com extends Common.absCom {
    constructor() {
        super();
    }
}
exports.Com = Com;
````

Test 2:
Removing `export` in `main.ts` we get in `newFile.js`:
````js
class Com extends Common.absCom {
    constructor() {
        super();
    }
}
````
Thats why I think merging `Object.defineProperty(exports, "__esModule", { value: true });` into one `outfile` causes the abort.

**Playground Link:** 
Not possible, as we need `outfile` to trigger the bug.

**Related Issues:** 
none found
Repository: rust
Issue: Macro Invocations Behave Questionable Regarding Semicolons
Labels: A-frontend,A-parser,A-macros,T-lang,C-bug

### Calling Statement Macros with “return values”?
Macros can be used both for expressions and for sequences of statements. The latter being useful to create new definitions (e.g. one or even multiple `let` clause(s)).

I’m observing that the general rule that _expressions ending in a “Block” of type `()` don’t need a semicolon when used as a statement_ translates in a weird way to even macros with multiple statements. For example
```rust
macro_rules! s {
    ($x:ident) => {
        let $x = 1;
        "hello world"
    }
}
```
can’t be used as `s!{x}`. However `s!{x};` does work (as does `s!(x);`). I’m questioning how sensible it is to support these kind of macros since they have some kind of “return value”, whose type even is relevant for if they need a trailing `;`, while the “return value” cannot actually in any way (that I can think of) be retrieved.

A way nicer approach at resolving the non-working `s!{x}` is of course to change the macro:
```rust
macro_rules! s {
    ($x:ident) => {
        let $x = 1;
        "hello world"; // ⟵ added semicolon
    }
}
```

### Ignored Semicolon
One (or at least I) would expect the macro `m1` below to produce just a statement (judging from the semicolon), i.e. be illegal in expression context. However it somehow _does_ pass as an expression, totally ignoring the semicolon. In the return position of a function it does produce `()` though [when called like `m1!{}` – on the other hand `m1!()` would still produce the integer].
```rust
macro_rules! m1 {
    () => {
        1;
    }
}
macro_rules! m2 {
    () => {
        1
    }
}

fn main() {
    let x1 = m1!{};
    println!("{}", x1);
    let x2 = m1!{};
    println!("{}", x2);

    m1!();
    m1!{}
    
    m2!();
//  m2!{}     // illegal
    m2!{};
    
    m1!{}     // apparently even returns ()
}

```

([Playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=a36e69afb99a3d85eb5614baf5e850ae))

Output:

```
1
1

```

Errors:

```
   Compiling playground v0.0.1 (/playground)
    Finished dev [unoptimized + debuginfo] target(s) in 0.40s
     Running `target/debug/playground`

```
Repository: youtube-dl
Issue: Ucha.se -- Teaching - Lessons
Labels: site-support-request

## Checklist

- [x ] 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
- Single video: https://ucha.se/watch/711/Sasedni-agli-Protivopolozhni-agli/urok/1676
- Playlist: --

## Description
I'am not sure how this website is streaming the videos, but i guess that are using AES and .ts and some key in addition.

https://proxy1.ucha.se/uchase/_definist_/smil:videos/07112017-Popraveno-6-Sasedni-agli/stream.smil/chunklist_b410806.m3u8?s=9cb2e85bc47e85b36232c7333b65e750

https://ucha.se/streaming/key/?s=9cb2e85bc47e85b36232c7333b65e750
Repository: scrcpy
Issue: how to install scrcpy correctly on deepin.
Labels: snap

I had problems with the installation on deepin. I looked at similar problems but none solved them.
stormtrooper@stormtrooper-C4T7:~$ scrcpy
INFO: scrcpy 1.12.1 <https://github.com/Genymobile/scrcpy>
ERROR: '/usr/local/share/scrcpy/scrcpy-server' does not exist or is not a regular file (manually)

stormtrooper@stormtrooper-C4T7:~$ snap list
Name  Version    Rev   Tracking  Publisher   Notes
core  16-2.43.3  8689  stable    canonical✓  core,devmode (by snap)
Repository: TypeScript
Issue: Private members have implicit any type in generated declaration files
Labels: Needs Investigation

It seems the bug that was fixed in #36216 is happening again:
When generating delcarations for private class members, no type information is appended which causes the declaration file to generate errors when imported into a project with noImplicitAny enabled.

**TypeScript Version:**  3.8.3

**Code**

```ts
// Test.ts
export default class Test {
    private _number: number = 0;
    public str: string = '';
    private get num() { return this._number; }
}
```

**Expected behavior:**
```ts
// Test.d.ts
export default class Test {
    private num: any;
    str: string;
    private get num(): any;
}
```

**Actual behavior:**
```ts
// Test.d.ts
export default class Test {
    private _number;
    str: string;
    private get num();
}
```

**Related Issues:** #36216, #36639
Repository: vue
Issue: "refInFor" searches upwards of inline-template boundary
Labels: bug

### Version
2.6.11

### Reproduction link
[https://jsfiddle.net/b71adnym/2/](https://jsfiddle.net/b71adnym/2/)







### Steps to reproduce
Nest a component with an inline-template that has a ref in a v-for.


### What is expected?
component.$ref.ref should point to the respective element.

### What is actually happening?
component.$ref.ref is a singleton array with the element reference.


---
checkInFor loops over the element ancestors up to the document root, so it believes that the ref is in a loop, but it actually isn't.
The check should stop at the component root.

<!-- generated by vue-issues. DO NOT REMOVE -->
Repository: TypeScript
Issue: `import './file.json'`: This module is declared with using 'export ='
Labels: Suggestion,In Discussion

In short, JSON files's implied type definition is always defined via `export =`, even if I'm using `module: es2015`, causing it to error unless I use an unnecessary flag (`allowSyntheticDefaultImports`)

**TypeScript Version:**  3.9.0-dev.20200326

**Search Terms:**

import require json module commonjs es2015

**Code**

```ts
import list from "./list.json";

for (const item of list) {
	console.log(item)
}
```
```json
{
	"compilerOptions": {
		"outDir": "distribution",
		"target": "es2017",
		"module": "es2015",
		"moduleResolution": "node",
		"resolveJsonModule": true,
		"strict": true
	},
	"files": [
		"index.ts"
	]
}
```

**Expected behavior:**

`list` is of type `string[]`

**Actual behavior:**

```rb
index.ts:1:8 - error TS1259: Module '"./list"' can only be default-imported using the 'allowSyntheticDefaultImports' flag

1 import list from "./list.json";
         ~~~~

  list.json:1:1
    1 [
      ~
    This module is declared with using 'export =', and can only be used with a default import when using the 'allowSyntheticDefaultImports' flag.


Found 1 error.
```

**Workaround:**

1. `allowSyntheticDefaultImports: true` works as expected, but that flag is unsafe and I don't want (need) to use it.
2. 
	
	```ts
	declare module './list.json' {
		const list: string[];
		export default list;
	}
	```

**Playground Link:** [repro.zip](https://github.com/microsoft/TypeScript/files/4387999/repro.zip)

**Related Issues:** https://github.com/microsoft/TypeScript/issues/15146
Repository: excalidraw
Issue: Allow loading a drawing from URL
Labels: enhancement

I saw [this tweet](https://twitter.com/excalidraw/status/1243185992531677184) and like the idea that Excalidraw can actually be used as an open "drawing" format by other apps.

It would be nice if apps could "export to Excalidraw" using a simple link, something like:
```
https://excalidraw.com/?load=[url-encoded json payload here]
```

A big drawing might quickly reach the max standard length of an URL, but if it's only loaded on the client side, it might work fine?
Repository: rust
Issue: Tracking issue for `Write::write_all_vectored`
Labels: T-libs-api,B-unstable,C-tracking-issue,A-io,Libs-Tracked

This is a tracking issue for `io::Write::write_all_vectored`.

Feature gate: `#![feature(write_all_vectored)]`.

**Steps**:
- [x] Implement the RFC (#70612).
- [ ] Stabilization PR.

**Unresolved questions**:
- [ ] Can we improve the API? Currently the method takes the `IoSlice`s as mutable slice and modifies them. This is a pretty unusual and potentially error-prone API. We could either find a way to not mutate the argument or to enforce (via the type system) the argument can't be used by the user afterwards. Or we can decide that such an unusual API is fine for this rather low level method.

---

Original issue:

<details>

In the `io::Write` trait we've got the helpful `write_all` method, which calls `write` in a loop to write all bytes. However there is no such function for `write_vectored`. I would suggest adding a function called `write_all_vectored` to performance such a task.

A possible implementation. Note that `bufs` is a mutable slice, also see the discussion in https://github.com/rust-lang/futures-rs/pull/1741/files. On the playground: https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=872e9d973bd8101e7724292f87a82869.

```rust
pub trait Write {
    // ...

    fn write_all_vectored(&mut self, mut bufs: &mut [IoSlice<'_>]) -> io::Result<()> {
        while !bufs.is_empty() {
            match self.write_vectored(bufs) {
                Ok(0) => {
                    return Err(Error::new(
                        ErrorKind::WriteZero,
                        "failed to write whole buffer",
                    ));
                }
                Ok(n) => bufs = IoSlice::advance(mem::replace(&mut bufs, &mut []), n),
                Err(ref e) if e.kind() == ErrorKind::Interrupted => {}
                Err(e) => return Err(e),
            }
        }
        Ok(())
    }
}
```

Related: https://github.com/rust-lang/futures-rs/pull/1741
/cc @cramertj

</details>
Repository: godot
Issue: Windows always appear on first screen
Labels: bug,topic:editor,confirmed,usability

**Godot version:**
5f1107aa3

**OS/device including version:**
Windows 10

**Issue description:**
Any new Window will appear on the first screen (monitor). IMO they should appear on the same screen as parent Window.

**Steps to reproduce:**
1. Open Godot editor
2. Move it to second screen
3. Add node
4. Dialog appears on another screen :/

EDIT:
I just noticed that any popup (including sub-menus) have this issue ;_;
Repository: pytorch
Issue: Multiprocessing map gets stuck if doing inference on loaded model
Labels: module: multiprocessing,triaged

## 🐛 Bug

When doing inference on a loaded model through the torch.multiprocessing.map function the code gets stuck. The same does not apply if I use a model that is not loaded (e.g. I just instantiate one with random weights) or if I do not use multiprocessing but use the loaded model. 

I guess is somewhat related to: [this issue 16943](https://github.com/pytorch/pytorch/issues/16943)

## To Reproduce

A simple code snippet to show the structure of my code is:

```python
# This is evaluator.py
class Evaluator(nn.Module):
  def __init__(self):
    self.model = nn.Linear(10, 5, bias=False)
    ckpt = torch.load(filepath, map_location=self.device)
    self.load_state_dict(ckpt)

  def forward(self, x):
    return self.model(x)
```

```python
# This is the main file main.py

import torch.multiprocessing as mp
from evaluator import Evaluator
pool = None

class Main():
  def __init__(self):
    global pool
    eval = Evaluator()
    pool = mp.Pool(processes=4)

  def execute(self, data):
    global pool
    results = pool.map(eval.forward, data)
    return results
```
```python 
# This is the script
from main import Main

if  __name__ == "__main__":
  main = Main()
  data = [list of tensors]
  results = main.execute(data)
```

## Expected behavior

What I expect is that both when I load the model or when I don't load the model the map function would return. What happens instead is that if I load the model the map function remains stuck.

This does not happens if I do not use the map, but a normal for loop, without any multiprocess.

## Environment

PyTorch version: 1.4.0
Is debug build: No
CUDA used to build PyTorch: 10.1

OS: Ubuntu 16.04.6 LTS
GCC version: (Ubuntu 5.4.0-6ubuntu1~16.04.12) 5.4.0 20160609
CMake version: version 3.5.1

Python version: 3.7
Is CUDA available: No
CUDA runtime version: No CUDA
GPU models and configuration: No CUDA
Nvidia driver version: No CUDA
cuDNN version: No CUDA

Versions of relevant libraries:
[pip3] numpy==1.18.1
[pip3] torch==1.4.0
[pip3] torchvision==0.5.0
[conda] Could not collect
Repository: create-react-app
Issue: [Docs] Add details regarding custom environment file usage to the "Environment Variables" section.
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

We currently found it a little confusing to discover how arbitrary `dotenv` files could be used. 

The information is there on the [Deployment page](https://create-react-app.dev/docs/deployment/#customizing-environment-variables-for-arbitrary-build-environments), but it was not readily discoverable from the [Environment Variables page](https://create-react-app.dev/docs/adding-custom-environment-variables).

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

Move the ["Customizing Environment Variables for Arbitrary Build Environments"](https://create-react-app.dev/docs/deployment/#customizing-environment-variables-for-arbitrary-build-environments) section from the Deployment page to the Environment Variables page, as a subsection to ["Adding Development Environment Variables In .env"](https://create-react-app.dev/docs/adding-custom-environment-variables#adding-development-environment-variables-in-env).

The old section on the Deployment page will be replaced by a link pointing to the Environment Variables page.

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

Instead of moving the content from Deployment, we could just make a reference to it in Environment Variables.

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->

I'm more than happy to submit a PR for this! Wanted to create an issue first though.
Repository: pytorch
Issue: Support tensor.cumsum() for 1-dim tensors
Labels: triaged,module: numpy

```
>>> torch.rand(3).cumsum()
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
TypeError: cumsum() received an invalid combination of arguments - got (), but expected one of:
 * (name dim, torch.dtype dtype)
 * (int dim, torch.dtype dtype)
```

Currently one must pass `dim=0` or `dim=-1`, which makes code too verbose (and even a bit confusing) if one works only with 1-dim tensors

My proposed solution: makes `dim=-1` default choice, even for multidim tensors
Repository: godot
Issue: HeightMapShape collision does not update properly when the body is translated
Labels: bug,topic:physics

Godot 3.2.1
Godot 3.1
Windows 10 64 bits

Following this issue (have a read for insights): https://github.com/Zylann/godot_heightmap_plugin/issues/129

Adding a `HeightMapShape` to a static body in the editor (through the use of tool scripts) works fine, until the body is moved to a non-origin position.
*All raycasts that are not going through the AABB it occupied at origin will always miss*.
This causes other plugins relying on raycasts to fail, and the Snap-to-Floor functionality also fails.

_This does not reproduce in a running game_, and it only happens with this type of shape.
It happens regardless of the body being moved or being loaded not at origin.

### Reproduction steps

Investigating what is actually happenning wasn't obvious at first, so I created a new plugin which allows to "see" the result of raycasts going from the camera to every visible pixel, allowing to visualise collisions directly:
https://github.com/Zylann/godot_collision_scanner
(see the issue linked above for more screenshots).

Here is a simplified project:
[HeightmapTranslated.zip](https://github.com/godotengine/godot/files/4389901/HeightmapTranslated.zip)

1) Open main.tscn: it contains a tool script which setups a heightmap with collider.
![image](https://user-images.githubusercontent.com/1311555/77696951-d90cc080-6fa5-11ea-8802-2ce96dfffb79.png)

2) Go to ProjectSettings, and enable the `Collision scanner` plugin. The view will darken, and after a few seconds you should see raycast results, matching the terrain.
![image](https://user-images.githubusercontent.com/1311555/77696481-5d127880-6fa5-11ea-9e19-de500d7d258a.png)

3) Now click on the `Terrain` node, and translate it by about 50 units along X or Z.

4) Move the view a bit to force an update of the collision viewer: the view will turn dark again, and after a few seconds you'll see updated raycast results: only those that went through "the AABB the terrain would cover if it was at origin" will show up, everything else will remain dark. This is wrong, it should still match the visuals.
![image](https://user-images.githubusercontent.com/1311555/77696595-89c69000-6fa5-11ea-9ced-7946d28ae7a7.png)

Note: the body *did* call `PhysicsServer::body_set_state()`, and you can see collision actually *matches* the translated body, just not outside of this AABB. Something else must be missing.