sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: operadeparis.fr
Labels: site-support-request

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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 Issues with outdated version will be REJECTED.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.
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- [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.
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- Single video: https://www.operadeparis.fr/magazine/le-lac-des-cygnes-replay


## Description

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WRITE DESCRIPTION HERE

The page contains a link to a youtube trailer, that youtube-dl finds

The page contains also a 2-hour video hosted by akamai that youtube-dl does not find. The video tag seems to be

<video playsinline="true" style="width: 100%; height: 100%; position: absolute; background-color: black;" muted="false" src="blob:https://embedftv-a.akamaihd.net/364fc357-3dc7-df49-a398-3f64fc1a7829"></video>

Note: this page will be soon disabled but please provide support for similar pages.
Repository: rust
Issue: Wasteful duplication between incremental build dirs and normal artifacts.
Labels: C-enhancement,T-compiler,A-incr-comp,I-heavy

Incremental compilation reuses object files by storing *a copy* of them in the incremental cache directory, which is then copied into the `rlib`.

This results to build dirs which are twice as big as they need to be (which then gets multiplied by the number of stale artifacts that aren't removed by any tool AFAICT).

There are several ways we could resolve this, but they can be split into two categories:
* incremental cache holds the object files
  * Cargo could have a mode in which it instructs `rustc` to emit object files but only in the incremental cache and then downstream `rustc` to use that incremental cache
    * this would allow non-Cargo tooling to keep working, but we'd have to support `rlib`s as the same time as the new system and we might unknowingly break them if Cargo doesn't use them
  * the `rlib` *doesn't have to be* a real archive, we could have a different format that references the files in the incremental cache, or even make the `rlib` a directory full of hardlinks, or a hardlink itself etc.
* `rlib` artifact holds the object files
  * not clear what's possible at all for other crate types, for now they'd keep the duplication
  * we probably want to hardlink/symlink it from the incremental cache and hash each object file so we can check it's still the same and only reuse it then
    * we might already be doing that hashing anyway, in case the incremental dir is corrupted
  * requires no change in tooling AFAICT, including custom non-Cargo setups

cc @rust-lang/compiler
Repository: react
Issue: Provide a renderer-agnostic equivalent of setNativeProps()
Labels: Type: Feature Request,Type: Discussion

Dan asked me to open up an issue: https://twitter.com/dan_abramov/status/1246883821477339139

My proposal is to extend React with a small hook that allows us to mutate nodes without causing render. React has no official means to deal with fast occurring updates and libraries like react-spring and framer-motion already do something similar but in a way that forces them to carry a lot of burden.

```jsx
import React, { useMutation }

function A() {
  const [specialRef, set] = useMutation()

  useEffect(() => {
    // the following would execute sync and without causing render
    // going through the same channel as a regular props update with all
    // the internal interpolation (100 --> "100px")
    set({ style: { left: 100 } })
  }, [])

  return <div ref={specialRef} ... />
```

It uses the fact that reconcilers know how to handle props, something we don't know in userland unless we cause render to set fresh props, which is not at all optimal for animation or anything frame based. react-dom for instance knows what `margin: 3px` is, react-three-fiber knows what `position: [1,2,3]` is, and so on. These details are defined in the reconciler:

```jsx
  commitUpdate(instance: any, updatePayload: any, type: string, oldProps: any, newProps: any, fiber: Reconciler.Fiber)
```

If libraries could use this knowledge from outside they could deal with any platform. Animation libraries like react-spring or framer-motion would turn x-platform in one strike, they could animate everything: dom nodes, react native views, meshes, hardware diodes. We could finally write libraries that are not reliant on platforms.
Repository: godot
Issue: Exported variable setter function called during typing
Labels: discussion,topic:editor

**Godot version:**
3.2.1 stable

**OS/device including version:**
Windows 10 18363

**Issue description:**
If an exported variable has a a setter function and its script is running in tool mode, the setter function is called every time the user types a new letter. For example, typing the value "icon" calls the setter function with inputs "i", "ic", "ico" and "icon". 

Maybe this is the intended behaviour, but in my opinion, the function should only be called after the user presses Enter or the input box loses focus.

I prepared a minimal project that has three sprites, "icon.png", "icon1.png" and "icon2.png". Also, the Sprite node has an exported variable called "Icon Name", which defines the icon the Sprite should load. Typing "icon1" on the input throws 3 errors, because "i.png", "ic.png" and "ico.png" do not exist, then the script loads "icon.png", which exists, and finally loads the correct texture "icon1.png".

**Steps to reproduce:**
1. Open minimal reproduction project
2. Open Node2D.tscn scene
3. Click the Sprite node
4. Type "icon1" in the Icon Name exported variable.
5. Open the Output console and look how Godot tried to load "i.png", "ic.png" and "ico.png" before loading "icon.png", which doesn't throw an error and then "icon1.png".

![image](https://user-images.githubusercontent.com/3308180/78511100-6dc6a980-7770-11ea-971e-f3ee8783ee58.png)

**Minimal reproduction project:**
[ExportSetter-BugDemo.zip](https://github.com/godotengine/godot/files/4434989/ExportSetter-BugDemo.zip)
Repository: node
Issue: Always call Socket#setTimeout in HTTP ClientRequest#setTimeout
Labels: http

<!--
Thank you for suggesting an idea to make Node.js better.

Please fill in as much of the template below as you're able.
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**Is your feature request related to a problem? Please describe.**
Hello there. 
Currently, `ClientRequest#setTimeout` and `Socket#setTimeout` has different behavior.
`ClientRequest#setTimeout` calls `Socket#setTimeout` right after connection has established.
I am not sure it is intended or not, but it's impossible to detect socket inactivity before connection establishment when using `ClientRequest#setTimeout`. It makes users harder to handle connect timeout. 

**Describe the solution you'd like**
Always call `Socket#setTimeout` regardless of connection establishment.

**Describe alternatives you've considered**
None.
Repository: pytorch
Issue: Half type promotion with Numpy arrays is incorrect
Labels: triaged,module: numpy

Sample script:

```
import torch
t = torch.tensor((1,), dtype=torch.float16)
arr = np.array((1,), dtype=np.int32)
print(t + arr)
```

Result:

`tensor([2.], dtype=torch.float64)`

The result of these operations should be the widest float type. E.g. np.int64 + torch.float16 should produce a torch.float16 tensor, and np.float32 + torch.float16 should produce a torch.float32 tensor. Symmetry should apply, too: torch.float16 + np.int64 should produce a torch.float16 tensor.

Half behavior is incorrect when interacting with the following types: np.bool, np.uint8, np.int8, np.int16, np.int32, np.int64, np.float16.

See related testing PR https://github.com/pytorch/pytorch/pull/35945.
Repository: pytorch
Issue: Some tutorials cannot be found from both side panel and tutorial welcome page
Labels: module: docs,triaged

## 🐛 Bug

Some tutorials cannot be accessed via Tutorial Home Page or PyTorch Tutorial side panel. Their links are missing. To access these tutorials, I search Google

## To Reproduce

Steps to reproduce the behavior:

1. Go to https://pytorch.org/tutorials/
1. These tutorials are not found in both side panel, and in the welcome page:
   1. "WRITING CUSTOM DATASETS, DATALOADERS AND TRANSFORMS.
   Link: https://pytorch.org/tutorials/beginner/data_loading_tutorial.html
   1. WORD EMBEDDINGS: ENCODING LEXICAL SEMANTICS
   Link: https://pytorch.org/tutorials/beginner/nlp/word_embeddings_tutorial.html

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
```
wget https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py
# For security purposes, please check the contents of collect_env.py before running it.
python collect_env.py
```

 - PyTorch Version (e.g., 1.0):
 - OS (e.g., Linux):
 - How you installed PyTorch (`conda`, `pip`, source):
 - Build command you used (if compiling from source):
 - Python version:
 - CUDA/cuDNN version:
 - GPU models and configuration:
 - Any other relevant information:

## Additional context

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Repository: go
Issue: proposal: net/http, net/http/httptrace: add mechanism for tracing request serving
Labels: Proposal,Proposal-Hold

For the purpose of accurate request tracing when serving HTTP requests (for both HTTP/1.x and HTTP/2), it would be ideal if `http.Handler`s could obtain a `time.Time` representing the time of first byte of the request.

In this context, time of first byte would be the best estimate of the instant when the go process reads the first byte of the HTTP request line from the socket (i.e. ignoring the time spent in hardware queues and in kernel buffers).

Between the time of first byte and the time the first `http.Handler` is invoked for that request quite some time can pass since in that interval all headers must be received (and parsed) and the request body must start. If the client is slow then this interval can be extremely long.

Furthermore, when using the middleware pattern for tracing, the order of middleware can influence the recorded time at which the request starts to be handled. This can skew metrics and the accuracy of tracing, leading to hard-to-debug performance issues.

With this proposal implemented, all of the above issues would be solved:
- request parsing would be correctly accounted for
- slow clients can be correctly accounted for
- request start time can be reliably detected irrespective of middleware order

This information could be included either in the `http.Request` struct, returned by a method on `http.Request`, or attached to the request `context.Context` (perhaps via something like the `httptrace.ServerTrace` suggestion [below](https://github.com/golang/go/issues/38270#issuecomment-609725677) by @odeke-em).

---

update: rephrased according to @odeke-em's suggestions
Repository: excalidraw
Issue: excalidraw CLI
Labels: enhancement

Hi there, 
I was wondering, what if we have a CLI for excalidraw?

```bash
excalidraw my-drawing.excalidraw
```

This will open a browser. If `my-drawing.excalidraw` already exists, it will load it.

When user clicks "save" button, it won't show the dialog but quietly save to `my-drawing.excalidraw`.

```bash
excalidraw my-drawing.excalidraw --export
```

with `--export` given, whenever user saves, the PNG version is exported as well.

```bash
excalidraw my-drawing.excalidraw --export images/my-drawing.png
```

---

I guess this can unblock new workflows, for example, for developers who want to have drawings in their git repository.

What do you think?
Repository: ant-design
Issue: fixed Table 勾選列後，欄位位置錯誤
Labels: Internet Explorer,Inactive

- [ ] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[https://imgur.com/mdLgADn](https://imgur.com/mdLgADn)

### Steps to reproduce
點擊checkbox

### What is expected?
https://imgur.com/peLrVBk

### What is actually happening?
點擊checkbox，欄位就跑掉

| Environment | Info |
|---|---|
| antd | 4.1.1 |
| React | 16.12.0 |
| System | win10 |
| Browser | IE 11 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Windows File Explorer folder global keyboard shortcuts
Labels: Idea-New PowerToy,Product-File Explorer

# Summary of the new feature/enhancement

System wide Explorer keyboard shortcuts for User folders (Desktop, Documents, Downloads, ...). 
This would allow to make the current Explorer window go to that Folder instantly, instead, of clicking/tabbing etc. 
This behavior is available on macOS Finder for some folders (CMD+Shift+D for Desktop). 

# Proposed technical implementation details (optional)

When a File Explorer window or File Explorer dialog (Open/Save/etc) is open, pressing one of these shortcuts will directly switch to the default User folder:
 - Desktop: Win+Shift+D
 - Downloads: Win+Shift+T
 - Documents: Win+Shift+F
(etc.)
Repository: vscode
Issue: Terminal canvas context loss is not handled
Labels: bug,upstream,upstream-issue-linked,terminal-rendering

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- VSCode Version: 1.43.2
- OS Version: macOS 10.15.4
<img width="843" alt="2" src="https://user-images.githubusercontent.com/11925432/78546082-716d3580-782f-11ea-9eda-57db8abc2e6c.png">
Repository: react
Issue: Bug: Server hydration mistmatch and radio group with defaultChecked
Labels: Type: Bug,Component: DOM,Component: Server Rendering

<!--
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  screenshots if needed. Please test using the latest version of the relevant
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When hydrating from the server, whenever there's a mismatch in the initially checked input in a radio button group and the inputs use `defaultChecked` (uncontrolled), there is no warning of that mismatch and the component behaves in a buggy way for the input that was initially selected in the server payload (the `onChange` callback prop is not fired for the input that was marked as selected in the initial html, when selecting it).

Worth noting that using a controlled input (using `checked`) makes the bug go away.

React version: 16.13.1

## Steps To Reproduce

1. In the example provided below, make sure you refresh the browser within Code Sandbox.
2. Check the first radio button. Verify that the radio is checked, but the text next to it still shows as "not checked" (which means the onChange prop was not triggered)
3. Attempt to select any other option (works fine), and then back the first one (works fine too).
4. Refreshing the page again, choosing any other option other than the first works fine.

<!--
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  have dependencies other than React. Issues without reproduction steps or
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Link to code example: https://codesandbox.io/s/affectionate-stonebraker-3wj68

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## The current behavior

I know that using hydrate doesn't guarantee fixing the mismatches, but it says that it should warn about them in development (https://reactjs.org/docs/react-dom.html#hydrate). In this case, React doesn't warn about the mismatch, and the behavior is buggy, as shown in the example and steps to repro.

## The expected behavior

React should ideally work without the issue, but given that it's not guaranteed to be fixed according to the documentation, it should at least warn about the mismatch.
Repository: flutter
Issue:  CustomScrollView should not scroll when pointer down starts on Sliver App Bar
Labels: c: new feature,framework,f: material design,f: scrolling,a: quality,has reproducible steps,P3,found in release: 3.3,found in release: 3.5,team-design,triaged-design

When using SliverAppBar you can scroll the view by only touching the app bar, that is really weird.

Dragging inside SliverAppBar should not affect the scroll of the scroll view. Also it would be interesting to block scrolling also to SliverPersistentHeader when is collapsed. 

https://dartpad.dartlang.org/7c10802218f91b56cfa51ae64a27f389
 
![ezgif-3-c57b4e28d822](https://user-images.githubusercontent.com/19904063/78556194-d1071900-780e-11ea-85c5-94d33711d936.gif)
Repository: godot
Issue: .obj do not have correct material colors when imported directly . .
Labels: discussion,topic:rendering

**Godot version:**
Godot 3.2 . .

**OS/device including version:**
Windows 10, from Blender 3D . . .

**Issue description:**
When I import a 100 % white material from Blender, on an .obj, which are nice because they are easy to work with, for static objects, props, it's like the ' 100 % white ' becomes slightly gray, or dark . . . When I make a texture, with 100 % white, and put that on the model, as an albedo, it becomes 100 % white, after applying, in Blender . . I use materials for coloring in prototypes, and really like just press export in Blender, and the Godot imports it, but there's a mistake, in the color conversion, for some reason, on materials . . .

**Steps to reproduce:**
Put some materials, with specific colors on them, on an .obj in Blender, before exporting the model, then copy it into Godot game folder, and put it in a meshinstance 3D slot . . Then, take the hex values in Blender, for the colors, and make a 2D texture, after UV unwrapping, it can be a box, something simple . . . When you import the same colors, even if they're the same in Blender, by hex value, they are darker in the materials, in Godot, in the viewport, than the albedo, at least on my computer . . . Can you fix it, exporting .obj's with materials is nice for beginners, and also for prototyping, or so . .

**Minimal reproduction project:**
I am not sure what you mean, I'm also not sure if this is a bug, it just looks weird, applying a texture with the same hex colors, using texture paint, fixes it, but it's annoying, that .obj import doesn't work, it seems to me . . . .
Repository: rust
Issue: Extraneous documentation in src/doc
Labels: C-cleanup,T-rustdoc

While exploring rustup's doc functionality I found a bunch of outdated documentation, e.g. `guide-strings.html`. Nearly all of documentation in the top level `src/doc` is out of date, both in terms of content and style, and it doesn't seem like anyone is interested in maintaining them. The generated output is about ~800K so it's not adversely affecting the download size. Most of the documentation just tells to go another website.

### Possible Solutions
- Remove the files. This will technically break links that reference this documentation, though I don't know if these a lot of these docs have been actively referenced since 2015–2016.
- Change the implementation to generate redirects, rather than regular pages.
Repository: godot
Issue: Can't access parent's named enum from match statement
Labels: bug,topic:gdscript

**Godot version:** 3.2.1

**OS/device including version:** Arch Linux *(kernel 5.5.13)*

**Issue description:** Godot throws an error when I try to access a named enum from a parent inside a `match` statement. If I change to be a classic `if/elif/else` block, it works fine.

The error is `built-in:8 - Parse Error: Invalid operator in pattern. Only index (A.B) is allowed`, which suggests that Godot won't allow to access a field more than once.

Looks related to #10571

**Steps to reproduce:** Have a scene tree like:

```
Parent
└── Child
```

**Parent.gd**:

```gdscript
extends Node

enum Sides {
	LEFT,
	RIGHT
}

var currentSide = Sides.RIGHT

func _ready():
	$Child.foo(currentSide)
```

**Child.gd**

```gdscript
extends Node

func foo(side):
	match side:
		$"..".Sides.LEFT: # <--- Errors here
			print("Left side")
		$"..".Sides.RIGHT: # <--- and here
			print("Right side")
```

**Minimal reproduction project:** [project.zip](https://github.com/godotengine/godot/files/4438747/project.zip)
Repository: pytorch
Issue: [JIT] support list of nn.Module in torchscript
Labels: triage review,oncall: jit,triaged,enhancement

## 🚀 Feature

Let torchsciprt support list of nn.Module

## Motivation

Many projects (like detectron2) use list of modules instead of nn.ModuleList to avoid complex namespace of model parameters, but currently torchscript does not support this property. To make these projects scriptable, we must replace list of modules with nn.ModuleList which will make the pretrained models invalid, since the replacement will change the keys of state_dict, and may increase the number of model parameters.

## Pitch
we may define a scriptable model like:
```
def MyModel(nn.Module):
    def __init__(self):
        super().__init__()
        self.layers: List[nn.Module] = []
        for i in range(3):
            # this definition is common 
            self.add_module(str(i), some_layer)
            self.layers.append(some_layer)

    def forward(self, x):
        for m in self.layers:
            x = m(x)
        return x
```


cc @suo