sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: ok.ru can't download all videos
Labels: site-request,account-needed,can-share-account

### Checklist

- [X] I'm reporting a site feature request
- [X] I've verified that I'm running yt-dlp version **2022.01.21**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [X] I've checked that all provided URLs are alive and playable in a browser
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues 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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

_No response_

### Example URLs

https://ok.ru/muz.murka/video

### Description

Please add to the extractor the ability to download all videos from user pages from the ok.ru site, it will make my life much easier. Thank you

### Verbose log

```shell
yt-dlp -v --proxy socks5://91.121.6.84:2114 https://ok.ru/muz.murka/video
[debug] Command-line config: ['-v', '--proxy', 'socks5://91.121.6.84:2114', 'https://ok.ru/muz.murka/video']
[debug] Encodings: locale cp1251, fs utf-8, out utf-8, err utf-8, pref cp1251
[debug] yt-dlp version 2022.01.21 [f20d607] (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19044-SP0
[debug] exe versions: ffmpeg N-104250-g05c1f78a72-20211007 (setts), ffprobe N-104250-g05c1f78a72-20211007
[debug] Optional libraries: Cryptodome, mutagen, sqlite, websockets
[debug] Proxy map: {'http': 'socks5://91.121.6.84:2114', 'https': 'socks5://91.121.6.84:2114'}
[debug] [generic] Extracting URL: https://ok.ru/muz.murka/video
[generic] video: Requesting header
WARNING: [generic] Could not send HEAD request to https://ok.ru/muz.murka/video: <urlopen error [WinError 10054] An existing connection was forcibly closed by the remote host>
[generic] video: Downloading webpage
WARNING: [generic] Falling back on generic information extractor.
[generic] video: Extracting information
[debug] Looking for video embeds
ERROR: Unsupported URL: https://ok.ru/muz.murka/video
Traceback (most recent call last):
  File "yt_dlp\YoutubeDL.py", line 1367, in wrapper
  File "yt_dlp\YoutubeDL.py", line 1437, in __extract_info
  File "yt_dlp\extractor\common.py", line 612, in extract
  File "yt_dlp\extractor\generic.py", line 3966, in _real_extract
yt_dlp.utils.UnsupportedError: Unsupported URL: https://ok.ru/muz.murka/video
```
Repository: pytorch
Issue: [PT-D] To make the ShardedTensor Reshard more generic
Labels: oncall: distributed,triaged,sharded_tensor

### 🚀 The feature, motivation and pitch

We enabled the reshard for sharded tensor and added the partial tensor in https://github.com/pytorch/pytorch/pull/70079.
Below are several features we want to add:
1. To make `_reshard_output` API more generic and can handle the case when the output is Tuple.
2. To add padding for the case for uneven local tensors when the sharding dim is not divisible by world_size during the reshard of partial tensor.
3. To enable the return of a ShardedTensor or PartialTensor for embedding and embeddingbag.

The list goes on.

### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: pytorch
Issue: [c10d] destruction of Store objects
Labels: oncall: distributed,module: c10d

### 🚀 The feature, motivation and pitch

From forum post https://discuss.pytorch.org/t/destroy-tcpstore/142223/2

We should allow destructions of Store objects like TCPStore (i.e. add destructors for those Store objects), so that user can bind/unbind ports manually and release those resources. 



### Alternatives

_No response_

### Additional context

_No response_

cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @SciPioneer @H-Huang
Repository: TypeScript
Issue: Avoid project loads in find-all-references with plain text searches
Labels: Suggestion,Scenario: Monorepos & Cross-Project References,Domain: Performance,Domain: Symbol Navigation,Rescheduled

When find-all-references is triggered, we will sometimes open up entire projects that reference, or are referenced by, the current project. This means we have to do a full load, parse, and bind of every source-file before we can even traverse the trees to check whether a symbol is applicable.

For example, if you do a find-all-references from `src/compiler`, TypeScript will open up `src/testRunner` to see whether that reference occurred anywhere in the project.

Instead of doing that, when a project is marked as `composite`, we can do a naive text search on each of the files up-front to know if any a candidate occurred in any of them. If none occurred, then we don't have to do an up-front scan/parse/bind, or any checking.

A couple of things to be mindful of:

* There is a risk of doing this over and over again. It's not a great idea to keep hitting disk on every find-all-references if we can, so we shouldn't regress on that.
* If we do have to load the project, it would be nice if we could reuse the candidate list from the initial text search. This is a nice-to-have.
Repository: neovim
Issue: Add way to query current size of "gutters" (e.g. fold, number, sign colums)
Labels: enhancement,api,column

### Feature already in Vim?

No, Vim has this same limitation and could use the same easy fix.

### Feature description

It would be extremely useful to have a way to query the current size of "gutters" like the fold columns, number columns, sign columns etc. There is no way to reliably get these values currently, so any code that attempts to do so has to fall back to using unreliable heuristics. 

For example, if foldcolumn is set to "auto:5", you know it can be at most 5 columns, but you don't know what it CURRENTLY is, but you can with very complex (and slow) code iterate through foldlevels on each line and figure it out. Similarly, if line numbers are on, you can do some log10 math and heuristically compute how big the column *probably* is, but this doesn't work if a specific minimum number column width has been set.

One place where this would be immensely useful is when using a custom foldtext function that wants to use right-aligned fields. Right now the best that can be done is using winwidth() plus  heuristics to account for the likely size of the foldcolumns, the number columns, and sign columns. If you've ever written a complicated foldtext function and tried to use right alignment, you probably know exactly what I'm talking about. =)

For this particular purpose, it would be just as useful to have somethings that gave the opposite information, like a hypothetical "wineditwidth()', but I think it would be more general and helpful for other purposes if you could query the gutter column widths explicitly. The editor obviously already knows these values for each window already, because it's using them to render. It should be pretty simple to simply expose this information via some query functions available to vimscript.
Repository: godot
Issue: title_color in WindowDialog won't update
Labels: bug,topic:editor,needs testing

### Godot version

v3.5.beta1.mono.official [b9b23d222]

### System information

Debian 11

### Issue description

In theme setup I tried to update the settings of:
![image](https://user-images.githubusercontent.com/13235119/151656900-5145d449-ec9f-49c1-a84b-c6740b2814b7.png)

but it did not work. 

I had to use "Remove item" first then apply the new colour.


### Steps to reproduce

See before.

### Minimal reproduction project

NA
Repository: godot
Issue: Inconsistent style between design time and runtime in Panel
Labels: bug,needs testing,topic:gui

### Godot version

v3.5.beta1.mono.official [b9b23d222]

### System information

Debian 11

### Issue description

I have a global Theme setup in Control Node:
![image](https://user-images.githubusercontent.com/13235119/151658242-f4a70600-45d8-4fa6-86cf-719c3cecd831.png)

But when I play the scene I have this difference:
![image](https://user-images.githubusercontent.com/13235119/151658271-a2c6c780-a159-47df-b4dc-38b3cebe3b85.png)

IN the left is the editor while in the right is the scene in play.
In Panel I don't have any style settings:
![image](https://user-images.githubusercontent.com/13235119/151658341-62717a29-25fa-417b-bf27-70a3d774a511.png)

In script I don't have any piece of code that modify main style at all.

### Steps to reproduce

See before

### Minimal reproduction project

NA
Repository: flutter
Issue: GestureDetector events not fired on TextField on Mobile platforms (Android/IOS)
Labels: a: text input,platform-android,platform-ios,framework,f: material design,f: gestures,has reproducible steps,found in release: 2.8,found in release: 2.10,team-design,triaged-design

Current behavior:
When Textfield is wrapped with Gesturedetector, and textfield is active(focused/edited) the gesture detector dont fires any of gesturecallbacks , exept of onPanUpdate().
Expected behavior:
Gesturedetector fires gesturecallbacks when Textfiels is edited and tapped with any of gestures Gesturedetector knows.

```
GestureDetector(
onTap: ()=>...   //nothing happens
onLongpress()=> ... //nothing happens
...
TextField() //is in edited on device (text cursor is blinking)
...
```
Repository: PowerToys
Issue: [Mouse Utilities] Crosshairs: Hidden behind menus
Labels: Issue-Bug,Priority-2,Product-Mouse Utilities

### Microsoft PowerToys version

0.55.0 RC

### Running as admin

- [ ] Yes

### Area(s) with issue?

Mouse Utilities

### Steps to reproduce

1. Open a context menu in an app, win32 program or on Desktop.
2. Enable `Crosshairs` with shortcut.
3. Navigate cursor over a context menu.

Note: It is on apps running in user context and on apps running elevated.

### ✔️ Expected Behavior

Croshairs lines are in front of the context menu.

### ❌ Actual Behavior

Crosshairs lines are hidden behind context menu.

![image](https://user-images.githubusercontent.com/61519853/151659024-ecb0fea5-fb4c-4ed3-8173-8ebbfa5f8b6d.png)
![image](https://user-images.githubusercontent.com/61519853/151659030-4522ac4e-f069-4388-989e-2590de1bba3f.png)
![image](https://user-images.githubusercontent.com/61519853/151659040-b732a81f-9023-4c91-80b4-5f78e79f8962.png)


### Other Software

---
cc: @jaimecbernardo
Repository: opencv
Issue: Stitcher don't create panoramas for 16-bit /channel images
Labels: feature,category: stitching

##### System information (version)

- OpenCV => 4.2
- Operating System / Platform => Linux Mint 20.3 64 Bit
- Compiler => gcc

##### Detailed description

Stitcher don't create panoramas for 16-bit images (but it works fine with 8-bit).
Using 16-bit images will help for later photo editing. 

##### Steps to reproduce

A attached the 2 images in 8-bit but the code convert them on the fly to 16-bit.

```
#include "opencv2/imgcodecs.hpp"
#include "opencv2/stitching.hpp"
#include "iostream"

using namespace cv;
using namespace std;

int main() {
    vector<Mat> images;
    vector<Mat> images16b;

    for (int i = 1; i <= 2; i++) {
        string fileName = to_string(i) + ".jpg";
        cout << "Loading " << fileName << " ... ";
        Mat img = imread(fileName);
        images.push_back(img);
        Mat img16b;
        cout << "converting to 16b ... ";
        img.convertTo(img16b, CV_16UC3);
        images16b.push_back(img16b);
        cout << "OK" << endl;
    }

    Ptr<Stitcher> stitcher = Stitcher::create(Stitcher::PANORAMA);

    cout << "Stitching ... ";
    Mat panorama;
    stitcher->stitch(images, panorama);
    cout << (panorama.empty() ? "FAILED !" : "OK") << endl;

    cout << "Stitching 16b ... ";
    Mat panorama16b;
    stitcher->stitch(images16b, panorama16b);
    cout << (panorama16b.empty() ? "FAILED !" : "OK") << endl;

    return 0;
}

```

The output:

```
Loading 1.jpg ... converting to 16b ... OK
Loading 2.jpg ... converting to 16b ... OK
Stitching ... OK
Stitching 16b ... FAILED !
```

##### Issue submission checklist

 - [ x ] I report the issue, it's not a question
 - [ x ] I checked the problem with documentation, FAQ, open issues,
       forum.opencv.org, Stack Overflow, etc and have not found any solution
 - [   ] I updated to the latest OpenCV version and the issue is still there
 - [ x ] There is reproducer code and related data files: videos, images, onnx, etc
 
![1](https://user-images.githubusercontent.com/7062741/151659164-d358f64e-15ae-45af-bb1f-2ff63aa4986e.jpg)
![2](https://user-images.githubusercontent.com/7062741/151659169-6ac8375e-5564-48ef-b454-1daec086283e.jpg)
Repository: godot
Issue: C# Error forwarding from godot
Labels: needs testing,topic:dotnet

### Godot version

3.4.2

### System information

Windows 10, GLSL32

### Issue description

Using `Spatial.LookAt` I am not got any error on C# space, but I got error log message. This error without any C# stacktrace.
I think that godot should throw error, and then In C# space I can print or catch this error.

May be difficult found call of `LookAt` to find where Is error.

### Steps to reproduce

```
thisGlobalTransform = new Transform(new Basis(), new Vector3(-3.46722f, -234.721f, -4.83519f));
thisLookAt(new Vector3(-3.46722f, 1.02296f, -4.83519f), Vector3.Up);
```

and then you got ERROR: Up vector and direction between node origin and target are aligned, look_at() failed.

### Minimal reproduction project

_No response_
Repository: godot
Issue: Shader UV/Texture mapping calculated wrong when using regions (using full texture size)
Labels: bug,topic:rendering,confirmed,topic:shaders,topic:2d

### Godot version

3.4.2

### System information

PopOS

### Issue description

Simple shader that transforms a sprite using a gradient texture. Three images:

1. A single image 80x64, this is the image on the right and works, it opens/closes like the gradient you see
2. A sprite 240x128 with 8 images but a region specifying a single sprite, this is the image in the middle
3. A sprite defined exactly as (2) but as a .tres file from a larger sprite.

Open the node file if not open, select any image (I have shared resources), go to the material and slide the dissolve value

Bug 1: The texture/UV calculations seem to be taking into the account the entire size of the source image, so if you look image 3 (the single png) works correctly matching the texture, but image 1 and 2 do not. If you look closely the second image seems to be using half the gradient because it is twice the size of the image, but finishes at the same time.

Bug 2: I don't know if this is just the size or that one is a tres file, but while images 2 and 3 finish at the same time, the .tres file finishes rapidly and cannot be revealed smoothly.

https://user-images.githubusercontent.com/12863685/151679649-b5961226-057b-4f60-a2e1-4f1572c73559.mp4


If these are known bugs or valid bugs, I'd appreciate a workaround if any.

### Steps to reproduce

As description.

### Minimal reproduction project

[tres_shader_fail.zip](https://github.com/godotengine/godot/files/7964898/tres_shader_fail.zip)
Repository: godot
Issue: RigidBody does not report collisions against KinematicBody with finite inertia
Labels: bug,topic:physics

### Godot version

3.4.2.stable.arch_linux

### System information

Linux 5.16.2-arch1-1

### Issue description

When a Kinematic body is moved with `infinite_intertia=false`, `RigidBody` objects may not report collisions with it.

```
extends RigidBody

func _ready() -> void:
	contacts_reported = 4
	contact_monitor = true

func _integrate_forces(state: PhysicsDirectBodyState) -> void:
	for i in state.get_contact_count():
		if state.get_contact_collider_object(i) is KinematicBody:
			print(state.get_contact_impulse(i))
```

```
extends KinematicBody

func _physics_process(_delta: float) -> void:
	move_and_slide(Vector3(3, 0, -5), Vector3.UP, false, 4, 0.78, false)
```

For _some_ collisions, you will never see any of the `print`s.
The following collision does not report any contacts:



https://user-images.githubusercontent.com/2496231/151668164-f9e6396d-635b-4fa4-b0a2-0a37bee200f5.mp4




### Steps to reproduce

1. Open the example project
2. Run the scene
3. Watch the console for output

### Minimal reproduction project

[example.zip](https://github.com/godotengine/godot/files/7964059/example.zip)

It's very hit-or-miss. Change the trajectories a little bit (e.g. rotate the cube slighly) and you'll see collisions reported.

It happens with either Godot or Bullet Physics.
Repository: tauri
Issue: [feat] Support HTTP client / Tauri APIs in web worker
Labels: type: feature request

### Describe the problem

I wasn't sure whether to list this as a bug or not, but I'm not able to use `fetch` from `@tauri-apps/api/http` in web workers.
Considering that the browser native fetch [supports web workers](https://developer.mozilla.org/en-US/docs/Web/API/Fetch_API), I would expect the same here.

### Describe the solution you'd like

I would like to use fetch in web workers.

### Alternatives considered

I guess an alternative would be to delegate the fetching to the main thread, but this isn't really ideal and requires boilerplate. 

### Additional context

This is the specific error I'm getting in the browser.

```
tauri.ts:29 
        
Uncaught (in promise) ReferenceError: window is not defined
    at uid (tauri.ts:29:3)
    at transformCallback (tauri.ts:54:6)
    at tauri.ts:88:12
    at new Promise (<anonymous>)
    at Object.<anonymous> (tauri.ts:86:40)
    at step (spelling.086f3e36.js?1643473028886:10130:23)
    at Object.next (spelling.086f3e36.js?1643473028886:10071:20)
    at spelling.086f3e36.js?1643473028886:10056:71
    at new Promise (<anonymous>)
    at __awaiter (spelling.086f3e36.js?1643473028886:10038:12)
```
Repository: godot
Issue: Vulkan: Disable debug draw modes that do not make sense depending on the current scene configuration or project settings
Labels: enhancement,topic:editor,usability,topic:3d

### Godot version

4.0 alpha 1

### System information

Linux Manjaro, Vulkan, Intel Kaby Lake

### Issue description

There's a laundry list of special display modes on Vulkan, which is awesome <3

But I haven't been able to figure out how some of these work (e.g. directional shadows, occlusion buffer don't seem to display anything for me), and I'm fairly sure some of these don't make sense without a related property/node being in the scene you're looking at:

* all of the SDFGI modes
* all VoxelGI modes
* lightmapGI mode
* directional shadow splits if no directional light in scene
* fairly sure some more...

Please hide/make them unclickable when not relevant.

Also it would be nice to have a mode to show you which meshes are configured for GI at all, to avoid running into freezes/1fps if you happen to have GI with NO meshes set...

### Steps to reproduce

Load up the editor, play around with the new options.

### Minimal reproduction project

N/A
Repository: electron
Issue: [Feature Request]: Add an event when opening file open dialog from <input type="file" />
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

We are building a secure browser using electron for kiosk devices.

We would like to customize the behavior of file inputs (`<input type="file" />`).
Indeed, we do not want public users to access the filesystem when using a public kiosk device.

### Proposed Solution

A good way to customize this behavior would be to trigger a new event (eg: `select-file`) when users click on a file input. This event would accept a callback with the selected file.

It allows us to create a custom secured UI for file selection.

Exemple: 
```javascript
webContents.on("select-file", (details, callback) => {
  // details.accept
  // details.multiple
  // details.directory
  // ...

  showCustomUI(details)
    .then((selectedFilePath) => callback(selectedFilePath));
});
```

### Alternatives Considered

We tried using a preload script that scans and overrides file inputs but we can't set the file input value manually...

**Edit:**
We were able to set file inputs using debugger (https://github.com/electron/electron/issues/749#issuecomment-1026721073). However, there is a lot of special cases where websites create custom UI for file inputs. I think the only stable and reliable way is to implement a new event.

### Additional Information

We are using `<webview>` so this event should be handled correctly in this environment.
Repository: godot
Issue: AnimationTree does not respect Advance Conditions when traveling
Labels: bug,needs testing,topic:animation

### Godot version

3.4.2. stable

### System information

MacOS 10.15.2 GLES3

### Issue description

AnimationTree does not travel correctly according to set conditions. In the example below, when the Walk_EAST animation is playing, and we click on Talk_EAST, it follows the path via Pose_Bored_EAST instead of Pose_Default_EAST, of which the condition is TRUE (as indicated by the green arrow).

When we click on the Idle_EAST node, it does travel correctly to Pose_Default_EAST.

![image](https://user-images.githubusercontent.com/46350573/151673545-e3a11d25-60e4-4499-bfc9-e2d04579213b.png)


### Steps to reproduce

Create the 5 animation nodes following the example, and have 2 nodes with a path that each their own Advance Condition. Set one Condition to TRUE and attempt to reach the 2 nodes from 1 animation node away from the one that is connected via these 2 nodes. Switch conditions to ensure both work. It seems random which path it will follow, it is however not necessarily the path that has the green arrow.

### Minimal reproduction project
[57415_Repro.zip](https://github.com/godotengine/godot/files/7964472/57415_Repro.zip)