sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Crash importing possibly empty/corrupted .wav
Labels: bug,confirmed,topic:audio,topic:import,crash

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->


3.2.2.stable.custom_build.0fe60f842

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Linux 5.7.7-arch1-1

**Issue description:**
<!-- What happened, and what was expected. -->

I tried to generate a voice clip using [espeak](https://github.com/espeak-ng/espeak-ng/).
There's probably something else wrong, as I hear nothing when I play back the file with `mplayer`.
However, this file completely crashed Godot, which isn't ideal even if it is corrupted.

**Steps to reproduce:**

1. Create a .wav file using [espeak](https://github.com/espeak-ng/espeak-ng/):

```
espeak "Target Acquired!" -v en-us -p 0 -s 210 -g 1 --stdout > target_acquired.wav
```

2. Move `target_acquired.wav` into a godot project directory
3. Open the project, see godot try to auto-import the wav
4. Godot crashes


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->

This includes the offending file:

[example.zip](https://github.com/godotengine/godot/files/4908918/example.zip)
Repository: godot
Issue: c# build logging not working
Labels: bug,topic:dotnet

after months of working on a project I'm completely unable to continue working as my project suddenly refuses to run in the godot editor,  citing build failure but the view logs button doesn't work, and building in visual studio succeeds! so there is no way to run my project nor to discover the cause of the alleged error! I tried getting help on the discord c# channel but eventually was advised to submit a ticket here

in short,  my project builds in visual studio (for Mac) but  wont run in godot, (after running ok for months)
![image](https://user-images.githubusercontent.com/68197715/87252670-deb2e700-c46c-11ea-85fc-42ae76382e2c.png)
![image](https://user-images.githubusercontent.com/68197715/87252704-1faafb80-c46d-11ea-9248-873094f71640.png)
![image](https://user-images.githubusercontent.com/68197715/87252752-816b6580-c46d-11ea-99fc-6050a56da534.png)
Repository: youtube-dl
Issue: Add support for PorCore
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## 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 2020.06.16.1. 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 **2020.06.16.1**
- [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://porcore.com/video/915/the-capture-of-the-asuka/
- Single video: https://porcore.com/video/1026/las-plagas/
- Single video: https://porcore.com/video/1080/no-gods-no-kings/
- Playlist: Site does NOT provide playlist facility.

## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Site seems to be a completely free site; no registration/login page is available at all.

Some video makers seem to use this site to publish their videos.

(The following is copied from the site's About page)

Porcore has been started in the end of 2016 as a new project devoted to non-stardad and non-usual porn videos, which are created with computer graphics only!

Initially, it began as a spin-off from Gamcore, which contained both sex games and sex videos.

Currently there is absolutely no relation to any other projects and Porcore is living on his own. Porcore is about virtual sex videos only!
Repository: godot
Issue: Line2D editor and list of points in inspector are out of sync
Labels: bug,topic:editor

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
-->

**Godot version:**
4.0 dev: a474926aca8a5da810f8cf546902c6da7286b254


**OS/device including version:**
Manjaro Linux x64, but that is not really relevant.


**Issue description:**
<!-- What happened, and what was expected. -->


**Steps to reproduce:**
1) Create a new 2D scene
2) Add a Line2D 

3) Open list of Points in the inspector
4) Create some points of the line (not in inspector, but in 2D view with edit buttons)
5) Observe that (any) changes made in the 2D view are not reflected in the inspector.

6) Close the list of points in inspector and open it again. Notice that all the changes are now here.

7) Do some more changes in the 2D view.
8) Notice, that they are still not being reflected in the inspector.
9) Delete some random point from the inspector.
10) Notice that the line changed. The points in inspector are now applied. Any changes made in 7) are lost.

11) Start deleting some more random points from the inspector
12) Observe, that all the changes does immediately apply to the Line2D itself, but not always to the orange overlay editing line. 
13) Move the mouse to 2D view. Notice, that as soon as the mouse moved above the 2D view, the editing overlay line get in sync with the Line2D itself.

**Conclusion and code investigation**
  The problem here is, that there are two places in the editor, that are editing the same vector of points. The list of points in the inspector and the Line2DEditor plugin. They both set the Line2D's set_points(...), which triggers it's update(...) method which updates Line2D's gfx, but there is not update towards either inspector, and/or Line2DEditor. 

This is my second attept to dive into the source code, so I am not 100% sure how exactly this should be resolved. Probably some signal that both inspector and Line2DEditor subscribe to? Anyway, I am opening this issue, rather than attempting to fix it myself.
Repository: rust
Issue: Please impl Debug for other ABI fn types
Labels: C-enhancement,T-libs-api

Right now Debug is implemented for `fn` and `extern "C" fn` of all sorts of return types and argument counts.

However, other ABIs (particularly `extern "system" fn`) cannot Debug print.
Repository: rust
Issue: Inefficient codegen with leading/ trailing zeros result manipulation.
Labels: A-LLVM,I-slow,T-compiler

As demonstrated in the two cases below, the compiler fails to produce optimal code for the equal branch. I'm assuming that it doesn't recognize the 64 as a constant and thus misses the opportunity to perform the stated manipulations at compile time.

https://play.rust-lang.org/?version=nightly&mode=release&edition=2018&gist=d0c7af74498a9db149fa92c1b0c4d178

```rust
pub fn case_1(x: u64) -> u32 {
    x.leading_zeros() / 8 + 1
}

pub fn case_2(x: u64) -> u32 {
    x.trailing_zeros() / 8 + 1
}

```

Generated assembly:

```asm
playground::case_1: # @playground::case_1
# %bb.0:
	testq	%rdi, %rdi
	je	.LBB0_1
# %bb.2:
	bsrq	%rdi, %rax
	xorq	$63, %rax
	shrl	$3, %eax
	addl	$1, %eax
	retq

.LBB0_1:
	movl	$64, %eax
	shrl	$3, %eax
	addl	$1, %eax
	retq
```

Instead I would expect:

```asm
playground::case_1: # @playground::case_1
# %bb.0:
	testq	%rdi, %rdi
	je	.LBB0_1
# %bb.2:
	bsrq	%rdi, %rax
	xorq	$63, %rax
	shrl	$3, %eax
	addl	$1, %eax
	retq

.LBB0_1:
	movl	$9, %eax
	retq
```



 `case_2` output using `trailing_zeros` is comparable.
Repository: pytorch
Issue: torch.combinations() - Tried to allocate 7869836414.81 GiB
Labels: module: cuda,module: memory usage,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->

When using `torch.combinations(list, r=len(list))` with the `r` value set to the length of the list, I get a `CUDA out of memory error` for values where the length of the list is higher than `9`, even though `torch.combinations(list, r=len(list))` should just return the list itself. Link to the PyTorch Forum Issue: https://discuss.pytorch.org/t/tried-to-allocate-7869836414-81-gib/88880

## To Reproduce

Steps to reproduce the behavior:

```
for i in range(1, 20):
    values = torch.arange(i)
    combinations = torch.combinations(values, r=i)
    print(combinations)
```
<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

For a list of length 23:
`CUDA out of memory error. Tried to allocate 7869836414.81 GiB (...)` 

## Expected behavior

<!-- A clear and concise description of what you expected to happen. -->

`torch.combinations()` should return the list itself, when the `r` value is set to the length of the list.

## 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): 1.5.0
 - OS (e.g., Linux): Ubuntu 20.04
 - How you installed PyTorch (`conda`, `pip`, source): pip
 - Build command you used (if compiling from source):
 - Python version: 3.6.2
 - CUDA/cuDNN version: Cua compilation tools, release 10.1, V10.1.243
 - GPU models and configuration: RTX 2080


cc @ngimel
Repository: godot
Issue: Resource with sub-resources which is saved to disk by code has it's values reset by changes made in the editor when the project starts
Labels: bug,topic:editor

I know the title is a bit of a mess... I don't know how to better explain it.

**Godot version:**
3.2.2 stable


**OS/device including version:**
Win 10


**Issue description / Steps to reproduce:**

1.  Create a script which makes and saves a resource with a sub-resource on startup. Like so:
```
extends Node2D

var icon = preload("res://icon.png")

func _ready() -> void:
	# Don't run the code straight away	
	yield(get_tree().create_timer(2), "timeout")

	# Animated texture - the resource we will eventually save
	var at = AnimatedTexture.new()
	
	# Create an image texture so it's data is stored within the resource
	var imgtex = ImageTexture.new()
	imgtex.create_from_image(icon.get_data(), 5)
	
	# Set the texture
	at.set_frame_texture(0,imgtex)

	# Save the resource
	var path = "res://animtex.tres"
	var err = ResourceSaver.save(path, at, 6)
	print(err)
	print("Done!")
```
2. Run the project. 
3. Open the created resource (animtex.tres) in a text editor like VS Code.
4. Note that for the subresource ImageTexture, flags = 5
5. Now, go into the editor, open the animated texture and make the flags on the texture of frame 0 "Mipmaps" only (i.e. value of 1)
6. Save the resource, and note that in VS Code the value has updated to flags = 1
7. Run the game again.
8. Check VS Code, Values are back to flags = 5
9. Close the game
10. Open the game again
11. **When you open the game, for the first 2 seconds the values go back to flags = 1**, until the code which re-saves the resource is run again.
12. It seems like restarting the engine makes it go away... but in some cases it doesn't (unable to reproduce).

If the file is being overwritten, why is it being re-saved when starting the game? Does the editor cache resources and then re-save them on startup or something?

**Minimal reproduction project:**
[ResourceSavingBug.zip](https://github.com/godotengine/godot/files/4910538/ResourceSavingBug.zip)
Repository: material-ui
Issue: [SelectField][material-next] Introduce new component
Labels: performance,breaking change,component: select

Minimum example of React Material-UI with the only TextField component imported - result bundle size is 250Kb!

https://github.com/pqr/react-mui-treeshake-does-not-work

webpack-bundle-analyzer shows everything is imported, nothing is tree shaked.

According to documentation https://material-ui.com/guides/minimizing-bundle-size/ tree-shaking should work, quote:

> Tree-shaking of Material-UI works out of the box in modern frameworks. Material-UI exposes its full API on the top-level material-ui import. If you're using ES6 modules and a bundler that supports tree-shaking (webpack >= 2.x, parcel with a flag) you can safely use named imports and still get an optimised bundle size automatically:
```
import { Button, TextField } from '@material-ui/core';
```

But as shown in this minimum example it does not work out of the box.
I did several experiments, read through issues and StackOverflow and failed to find a solution.


- [+] The issue is present in the latest release.
- [+] I have searched the [issues](https://github.com/mui-org/material-ui/issues) of this repository and believe that this is not a duplicate.

## Current Behavior 😯

Bundle size of minimum app with the only TextField imported is about 250Kb, everything is included into bundle (analized with webpack-bundle-analyzer

## Expected Behavior 🤔

Bundle should not contain any code not related to the only imported TextField, tree shake to be working

## Steps to Reproduce 🕹

```
git clone git@github.com:pqr/react-mui-treeshake-does-not-work.git
cd react-mui-treeshake-does-not-work
npm install
npm run build
npm run analyze
```

## Your Environment 🌎


| Tech        | Version |
| ----------- | ------- |
| Material-UI | v4.11  |
| React       |  16.13.1       |
| Browser     |  Any   |
| TypeScript  |  No  |
| Webpack      | 4.43        |
Repository: flutter
Issue: [in_app_purchase] An Active Subscription List iOS
Labels: platform-ios,d: api docs,p: in_app_purchase,package,P3,team-ios,triaged-ios

### Question

Is there a way to get an active subscription list on iOS using in_app_purchase plugin?
Repository: flutter
Issue: Allow to set the width of a TextFormField
Labels: a: text input,c: new feature,framework,f: material design,a: quality,c: proposal,P3,team-text-input,triaged-text-input

**The problem:**
There is no way to set the width of a TextFormField without setting the width of the error text underneath it.

**Alternative Solutions:**
- I've tried wrapping a TextFormField in a SizedBox to set its width. Problem is, the error text in red underneath the field gets the same width, so the error text doesn't look good (see attached photo).
- I've tried creating a custom widget (subclass of StatelessWidget) which will be a wrapper to TextFormField and that accepts a width property. In the build method, I put the TextFormField in a column and add my own Text widget to that column. The custom text should have shown depending on the state of the FormField. Problem is, there is no way to get the FormFieldState.
- At last, I managed to solve it by simply copying and pasting TextFormField code to a new file and making the changes from the previous bullet in order to create my own custom generic TextFormField with the required feature. Problem is, if you ever update TextFormField's code, I'll have to be in synced.

**Proposal:**
Add a "width" property to TextFormField. It's possible to make it backwards compatible in case it's null.



![tempFileForShare_20200712-183850](https://user-images.githubusercontent.com/42715466/87290654-f0e16380-c506-11ea-8073-0fabf7f6332d.jpg)
Repository: youtube-dl
Issue: How to download a channel videos with sorted by max view counts?
Labels: question

Hello. I would like to download certain channel videos with the order of most viewed songs.

How can I achieve that?

The channel has so many videos so lets say i need only top 200 viewed videos
Repository: svelte
Issue: Binding spread attributes
Labels: feature request

**Is your feature request related to a problem? Please describe.**
I try, to create some component, and i would like use spread attributes. However we can't bind this kind of attributes. Tha's why I think about a solution

**Describe the solution you'd like**
bind spread like bind:{...attributes}

**Describe alternatives you've considered**
I don't an other alternatives

**How important is this feature to you?**
I think it's important, but it's not like a principal feature.

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: godot
Issue: get_viewport().size does not resize after going to full screen without waiting x frames
Labels: bug,topic:core,topic:rendering

**Godot version:**
3.2.2 Stable

**Issue description:**

When you switch in full screen and then resize the viewport get_viewport().size, it does not always work. I found that waiting x frames seem to solve the issue.
- On mac, in this minimal project, I don't need to wait frames. But in my real project, in need to wait one.
- On windows, you need to wait 2 frames
- On Linux, you need to wait 3 frames

(I tried with two different computer)

**Steps to reproduce:**

Execute the minimal project, the viewport should be pixelated (320, 180). I added a variable "use_hack", if you want to try my ugly fix.

**Minimal reproduction project:**
[bugViewport.zip](https://github.com/godotengine/godot/files/4912322/bugViewport.zip)
Repository: TypeScript
Issue: Allow to overwrite generic templates
Labels: Suggestion,Needs Proposal

## Search Terms

- overwrite generic this type
- overwrite template argument
- class overwrite generic
- overwrite type generic

## Suggestion

Allow to overwrite generic type templates.

## Use Cases

I'm currently developing a modular ORM and query builder, where especially in the query builder part it would be necessary to overwrite a generic template argument.

## Examples

Here's a super simple example of a query builder. The `select` method should return a new instance of `Query` but with a different subset of `T` (since it limits the fields being selected).

```typescript
interface Entity {}

class Query<T extends Entity> {
    findOne(): T;

    select(names: (keyof T)[]): this<Partial<T>>; //doesn't work
}

interface User {
    username: string;
    group: string;
    created: Date;
}

const item: User = new Query<User>().findOne();
const item: Partial<User> = new Query<User>().select(['username']).findOne();
```

This is just to demonstrate the use case. You could of course further describe the type of `select` by using `Pick` etc, but I wanted to keep it simple. Please note that I could return `Query<Partial<T>>` instead, but that would break class inheritance.

To my awareness this use case can't be covered with the newest TypeScript version.


Another use case I had:

```typescript
interface Query<T> {
    findOne(): T;
}

interface AdapterInterface {
    createQuery<T extends Entity>(classType: Constructor<T>): Query<T>;
}

class Database<A extends AdapterInterface> {
    constructor (private adapter: A) {}

    // here is the magic with the return type, which doesn't work, but is necessary since
    // `T` of A['createQuery'] needs to be inferred from query<T>.
    query<T extends Entity>(classType: Constructor<T>): ReturnType<A['createQuery']><T> {
        return this.adapter.createQuery(classType);
    }
}

class MyAdapterQuery<T> extends Query<T> {
     additionalMethod(): this;
}

class MyAdapter {
    createQuery<T extends Entity>(classType: Constructor<T>): MyAdapterQuery<T> {
         return new MyAdapterQuery<T>();
    }
}


const database = new Database(new MyAdapter);
database.query(User).additionalMethod();
```

## Checklist

My suggestion meets these guidelines:

* [X] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [X] This wouldn't change the runtime behavior of existing JavaScript code
* [X] This could be implemented without emitting different JS based on the types of the expressions
* [X] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, etc.)
* [X] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).