sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: feature request - trailer of youtube premiere
Labels: broken-IE

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## Checklist

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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 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
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- [x] I'm reporting a site feature request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've searched the bugtracker for similar site feature requests including closed ones


## Description

<!--
Provide an explanation of your site feature request in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
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Youtube premiere trailer is a video that played when you are waiting a premiere on youtube website. 
Quite lot of recent youtube premieres have trailer videos. Could someone make a feature to download them too?
Currently youtube-dl is throwing an error with a string that is 'Premieres in some time' even there is a trailer video is playing when you try to download from premiere page
Repository: PowerToys
Issue: MKV file thumbnail preview, artwork preview.
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

MKV file thumbnail preview, artwork preview.

### Scenario when this would be used?

MKV file thumbnail preview, artwork preview.

### Supporting information

MKV file thumbnail preview, artwork preview windows does not support this feature.
Repository: godot
Issue: [Mono] 64-bit real numbers (`Variant::REAL`) converted to `System.Single` in C#
Labels: bug,topic:dotnet

### Godot version

3.4.4 stable mono c#

### System information

win10 gles3 gtx1050ti

### Issue description

c# JSON.parse display and precision errors

### Steps to reproduce

![a1](https://user-images.githubusercontent.com/6943500/166630764-ecf0539a-8311-4f64-9301-aaba0a44d6b4.png)
![a2](https://user-images.githubusercontent.com/6943500/166630772-882b803b-46db-458f-ab09-f3c50d23d5ab.png)



### Minimal reproduction project

[aaa.zip](https://github.com/godotengine/godot/files/8618183/aaa.zip)
Repository: godot
Issue: White flickering seams between sprites when using Camera2D and frames
Labels: topic:rendering,needs testing,topic:2d

### Godot version

v3.4.4.stable.official [419e713a2]

### System information

Windows 10. Intel Core i3-8130U. Nvidia GeForce MX150, driver version 457.49. GLES3

### Issue description

Expected: no seams between sprites with the same frame
Got: seams between sprites

Problem seems to be when using one big texture for every sprite but with different frames 

Nvedia Rect Flicker Workout as well as using 1pxl larger sprites or scaling them doesnt help. GPU Pixel Snap on the other hand, solves the issue. Using single textures rather then only one with different frames solves it as well.

https://user-images.githubusercontent.com/66752733/166630536-9b3cb0a2-5d07-4872-a6aa-c067cacbce97.mp4

### Steps to reproduce

1) KinematicBody with Camera2D attached to it and simple script to move on physics_process.
2) 4 squar sprites with a common texture but different animation frames. Base texture size: 4096x1024.
![image](https://user-images.githubusercontent.com/66752733/166631083-c7b10e48-0311-46e6-b508-fd4580ce10f5.png)
![image](https://user-images.githubusercontent.com/66752733/166632679-9a98a39e-a374-46fd-8f7e-966d2569d215.png)
![meadow](https://user-images.githubusercontent.com/66752733/166632734-5184064e-4fb5-4679-9641-ac1c17c028a4.png)


### Minimal reproduction project

[testBug.zip](https://github.com/godotengine/godot/files/8618208/testBug.zip)
Repository: godot
Issue: screen reading shader samples wrong color if unlit sprite is in front of sprite lit by a Light2D
Labels: bug,topic:rendering,topic:shaders,topic:2d

### Godot version

v3.4.4.stable.official [419e713a2]

### System information

Windows 10, Nvidia Geforce 2060

### Issue description

![image](https://user-images.githubusercontent.com/7292421/166639510-1951873f-a8fa-47b7-ba52-6d7ec931cdfd.png)
One sprite is in the background and is lit by a light2d node. I have an unlit sprite in front set to a chroma key color, then finally a shader that reads the screen in a rect and displays black if the screen color matches the chroma key color and white if it doesn't.

As you can see in the screenshot it displays white when the chroma key sprite is over the background sprite, meaning SCREEN_TEXTURE is returning the wrong color in the shader.

possibly related to #47575

### Steps to reproduce

Open example project in editor. Look at ScreenReader node material to see shader code.

### Minimal reproduction project

[ScreenTextureLightingBug.zip](https://github.com/godotengine/godot/files/8618585/ScreenTextureLightingBug.zip)
Repository: flutter
Issue: [go_router_builder] Make kebab-case optional for generated query parameters 
Labels: c: new feature,package,c: proposal,P3,p: go_router_builder,team-go_router,triaged-go_router

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## Use case

Sometimes we have legacy routes that we can't change and they already have parameters in `CamelCase` for instance, so It'd be great to have more freedom with how the parameters are generated as we do with `go_router` package alone to allow for covering such cases.

## Proposal
Probably have an optional bool parameter in the `TypedGoRoute` annotation that overrides letter casing in query parameters, something along the lines:
```dart
@TypedGoRoute<HomeRoute>(
  path: '/families',
  routes: <TypedGoRoute<GoRouteData>>[
    TypedGoRoute<FamilyRoute>(path: ':familyId')
  ],
  useseKebabCaseForParameters: false
)
``` 

or

```dart
@TypedGoRoute<HomeRoute>(
  path: '/families',
  routes: <TypedGoRoute<GoRouteData>>[
    TypedGoRoute<FamilyRoute>(path: ':familyId')
  ],
  parametersCase: ParametersCase.camelCase // if we would have more than two options
)
``` 

which would generate parameters with the desired case.

Finally, thank you very much for the great work done on this package!
Repository: pytorch
Issue: `gradcheck` for `torch.solve` may trigger INTERNAL ASSERT FAILED
Labels: needs reproduction,module: autograd,triaged

### 🐛 Describe the bug

`gradcheck` for `torch.solve` may trigger INTERNAL ASSERT FAILED randomly.

```python
import torch

input = torch.rand([0, 2, 5, 4], dtype=torch.float64, requires_grad=True)
A = torch.rand([1, 5, 5], dtype=torch.float64, requires_grad=True)

torch.autograd.gradcheck(torch.solve, (input, A))
# RuntimeError: falseINTERNAL ASSERT FAILED at "/Users/distiller/project/pytorch/aten/src/ATen/native/LinearAlgebraUtils.h":328, please report a bug to PyTorch. linalg.solve: (Batch element 0): Argument 1998362383 has illegal value. Most certainly there is a bug in the implementation calling the backend library.
```

### Versions

pytorch: 1.11.0

cc @ezyang @gchanan @zou3519 @albanD @gqchen @pearu @nikitaved @soulitzer @Lezcano @Varal7
Repository: TypeScript
Issue: 'window.location' should allow assigning a string
Labels: Bug,Needs Proposal,Revisit

# Bug Report

### 🔎 Search Terms
`window.location`, `location.href`

### 🕗 Version & Regression Information

- No version has the behaviour I'd expect, however up to version 4.5.5 `windows.location` is of type `Location`, while from version 4.6.2 is of type `(string | Location) & Location`. FAQ do not mention anything about it.

### ⏯ Playground Link
[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.7.0-dev.20220504#code/O4SwdgJg9sB0A2UDGBDALiKYAEBebARABZpoAOAzgFwD0NA5iGkQK4BGsSUAtjQQNxA)

### 💻 Code

```ts
window.location = "https://github.com/";
```

### 🙁 Actual behavior
```ts
window.location = "https://github.com/";
// (property) location: (string | Location) & Location
// Type 'string' is not assignable to type '(string | Location) & Location'.(2322)
```
While it's true that `Location` is an object and not a string, assigning a string to it is a long-established and recommended pattern, that may produce a different result from `window.location.href = "https://github.com/";`.

Example of where assigning a string to `window.location` is the correct behaviour: https://javascript.info/cross-window-communication#4q5rssu5ys

Also, according to MDN:

> Though `Window.location` is a *read-only* `Location` object, you can also assign a [DOMString](https://developer.mozilla.org/en-US/docs/Web/API/DOMString) to it. This means that you can work with `location` as if it were a `string` in most cases: `location = 'http://www.example.com'` is a synonym of `location.href = 'http://www.example.com'`.

Further discussion on difference between assigning to `location` or to `location.href`: https://stackoverflow.com/questions/2383401/javascript-setting-location-href-versus-location

### 🙂 Expected behavior
```ts
window.location = "https://github.com/";
// (property) location: string | Location
// No error
```
[Mock playground](https://www.typescriptlang.org/play?ts=4.7.0-dev.20220504#code/MYewdgzgLgBGCmB3A6gSzAExIgXDA3gDYjACGUq4e0ATugOYwA+MAMieZWAL4wC8BGMTIUqMROiyIAdMM7gY3ANwAoFQhSTssjqLD8YAIgAWUKAAcIOAPTX6qKMYCuAI2mgAttcNKgA)

I could not find the rationale behind the change that happened between 4.5.5 and 4.6.2, that changed its type from `Location` to `(string | Location) & Location`, but I wonder if the intended result was the same I'm expecting here.
Repository: next.js
Issue: ISR page stops revalidating if the page data collection takes longer than the specified `staticPageGenerationTimeout`
Labels: bug,linear: next

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

    Operating System:
      Platform: linux
      Arch: x64
      Version: #1 SMP PREEMPT Wed Apr 20 15:37:53 UTC 2022
    Binaries:
      Node: 16.14.0
      npm: 8.5.3
      Yarn: 1.22.10
      pnpm: N/A
    Relevant packages:
      next: 12.1.6
      react: 18.1.0
      react-dom: 18.1.0


### What browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

### Describe the Bug

The problem happens when there is `getStaticProps` with `revalidate` on a page and a request inside it takes longer than expected to finish. For example this delay can be caused by a server that occasionally drops requests and the timeout on that server is set to a very large number e.g. one day.
In that case `getStaticProps` will not revalidate the page until this very long request finishes even after subsequent refresh attempts on the page and even after the timeout defined by `staticPageGenerationTimeout` in config was reached. This can cause problems when the timeout on the faulty server is set to a high number and the request takes longer to finish than the specified `staticPageGenerationTimeout`. For the user it seems the revalidation simply does not work. 

Reproduction:
https://github.com/la55u/next-isr-demo

### Expected Behavior

In the reproduction, at step 6, the displayed value should be `3`.
The reason I think it should work this way is because `staticPageGenerationTimeout` (10sec) was reached, meaning it should kill all ongoing processes inside `getStaticProps` and "start over" on the next refresh attempt.

### To Reproduce

1. clone the repo
2. `npm run build` && `npm run start`
3. open the page, first you see `1` (OK)
4. wait 3 seconds, hit refresh, you should see `1` (OK) -> revalidate kicks in
5. wait 3 seconds, hit refresh, you should see `2` (OK) -> revalidate kicks in
6. wait 3 seconds, hit refresh, you should see `2` (NOT OK)
7. no more revalidate if you refresh, the page is stuck forever! (until the timeout from the failed request ends)
Repository: pytorch
Issue: torch.add bool x bool allows integer alpha, inconsistent with other dtype type checking
Labels: triaged,module: primTorch

torch.add has an alpha kwarg which must be a scalar. Typically this kwarg must have a Python type that is weakly lower than the corresponding Python type of operation's computation dtype. For example, if adding two integer tensors alpha cannot be a float:

```
a = torch.tensor((1, 2, 3))
b = torch.tensor((4, 5, 6))
torch.add(a, b, alpha=.5)
: RuntimeError: For integral input tensors, argument alpha must not be a floating point number.
```

However for some reason we support integer alpha when adding bool tensors:

```
torch.add(torch.tensor((True, False, True, False)), torch.tensor((True, False, False, True)), alpha=1)
: tensor([ True, False,  True,  True])
```

The integer alpha works fine, as does specifying a boolean alpha:

```
torch.add(torch.tensor((True, False, True, False)), torch.tensor((True, False, False, True)), alpha=False)
: tensor([ True, False,  True, False])

torch.add(torch.tensor((True, False, True, False)), torch.tensor((True, False, False, True)), alpha=True)
tensor([ True, False,  True,  True])
```

It's just inconsistent with our type checking for torch.add. 



cc @ezyang @mruberry @ngimel
Repository: pytorch
Issue: torch.Tensor.__rdiv__ long x scalar float type promotion is incorrect
Labels: triaged,module: type promotion,module: primTorch

```
a = torch.tensor((1, 2, 3))
b = torch.tensor((1.), dtype=torch.double)
torch.Tensor.__rdiv__(a, b)
: tensor([1.0000, 0.5000, 0.3333])
```

The result should be have dtype torch.double:

```
b / a
: tensor([1.0000, 0.5000, 0.3333], dtype=torch.float64)
```

If we pursue this we should consider it in the context of https://github.com/pytorch/pytorch/issues/74616. I think type promotion works as expected in scenarios where the dunder is expected to be used:

```
1 / torch.tensor((1.), dtype=torch.double)
tensor(1., dtype=torch.float64)
```


cc @nairbv @mruberry @ezyang @ngimel
Repository: vscode
Issue: Show Containing Symbol In Inline Reference View
Labels: feature-request,editor-symbols,papercut :drop_of_blood:

I find it difficult to jump to a specific implementation of `compile`.
It would be very useful if the list on the right shows the containing symbol name (in this case the name of the class).

![image](https://user-images.githubusercontent.com/2931520/166662072-33dfaef3-dea7-47f5-9fa6-630c2b15dc44.png)

Marking as paper-cut, as I ran into this quite a couple of times now. Feel free to remove that label.
Repository: material-ui
Issue: [Slide] Showing an error: "Types of property 'children' are incompatible"
Labels: component: transitions,status: expected behavior

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

<img width="732" alt="Screen Shot 2022-05-04 at 6 09 55 PM" src="https://user-images.githubusercontent.com/96618210/166662529-6ea20f52-666f-4e57-8af7-ff0bb4042105.png">
React + Typescript
When I try to use the popover TransitionComponent to create a slide animation, this error persists

### Expected behavior 🤔

_No response_

### Steps to reproduce 🕹

_No response_

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: vscode
Issue: Allow to restore all fullscreen windows
Labels: feature-request,macos,windows,electron,workbench-window,upstream-issue-linked,keep

We have written the needed data into your clipboard because it was too large to send. Please paste.
Issue Type: <b>Bug</b>

I have two (unsaved) workspaces.
both are in fullscreen , on macos desktops.
when I restart vscode(nightly) for updates, one workspace is restored to full screen while the other one is windowed.


VS Code version: Code - Insiders 1.67.0-insider (3159d61ccf5150764f7742f098d76872e3114dcb, 2022-05-04T00:06:17.219Z)
OS version: Darwin arm64 21.5.0
Restricted Mode: No

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Apple M1 Pro (10 x 24)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>metal: disabled_off<br>multiple_raster_threads: enabled_on<br>oop_rasterization: enabled<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: enabled<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|7, 4, 3|
|Memory (System)|32.00GB (1.52GB free)|
|Process Argv|--crash-reporter-id a3a42226-aff1-4ce4-b814-c281836320a1|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (22)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-base64|ada|0.1.0
inline-hasher|ale|1.1.0
git-temporal-vscode|bee|1.0.0
better-toml|bun|0.3.2
githistory|don|0.6.19
hadolint|exi|1.1.1
terraform-preview|has|2022.4.1920
vscode-docker|ms-|1.22.0
vscode-kubernetes-tools|ms-|1.3.7
python|ms-|2022.4.1
git-file-history|pom|1.0.1
vscode-yaml|red|1.7.0
vscode-gitweblinks|red|2.7.0
vscode-kubewatch|san|1.0.9
pip-manager|sli|1.1.1
kubernator-vscode|smp|0.5.1
tfsec|tfs|1.10.0
shellcheck|tim|0.19.2
sort-lines|Tyr|1.9.1
vscode-icons|vsc|11.11.0
jinja|who|0.0.8
json|Zai|2.0.2

(1 theme extensions excluded)

</details>
<!-- generated by issue reporter -->
Repository: pytorch
Issue: There is a bug with latest stable torch version and the following Nightly versions related to `optimize_for_mobile`
Labels: oncall: mobile

### 🐛 Describe the bug

There is a bug in `optimize_for_mobile` with latest torch version and the following nightly versions. Please look at this [discussion](https://discuss.pytorch.org/t/torch-utils-mobile-optimizer-optimize-for-mobile-is-resulting-different-output-than-torch-model-and-jit-model/150183) for full details.

**The short problem description:** the model is giving different result after `optimize_for_mobile`

The problem started  with stable torch version 1.11.0 and the following Nightly versions. But it is working correctly with previous torch versions. 

Here is the minimal code snippet to reproduce the error:

```
import torch
import torchvision
from torch.utils.mobile_optimizer import optimize_for_mobile

model = torchvision.models.resnet50(pretrained=True)
model.eval()


out1 = model(torch.ones([1, 3, 224, 224], dtype=torch.float))
out2 = traced_script_module(torch.ones([1, 3, 224, 224], dtype=torch.float))
out3 = traced_script_module_optimized(torch.ones([1, 3, 224, 224], dtype=torch.float))
```
and results:

```
tensor([[-3.0806e-01,  7.9845e-02, -1.1900e+00, -1.4837e+00, -5.1359e-01,...]])
tensor([[-3.0806e-01,  7.9845e-02, -1.1900e+00, -1.4837e+00, -5.1359e-01,...]])
tensor([[-5.2194e+00,  1.4939e+00, -2.2703e+00, -5.4212e+00, -2.0551e+00,...]])
```

### Versions

 stable torch version 1.11.0 and the following Nightly versions.
Repository: PowerToys
Issue: Preview eps image extension file
Labels: Idea-Enhancement,Product-File Explorer,Needs-Triage

### Description of the new feature / enhancement

Please add .eps extension file into Preview explorer files and Preview icons.

### Scenario when this would be used?

Prewiev explorer filesand Prewiev icons

### Supporting information

_No response_
Repository: youtube-dl
Issue: RuTube /plst/ playlists
Labels: site-update-request

An error has occurred:
WARNING: Falling back on generic information extractor. ERROR: Unsupported URL: https://rutube.ru/plst/25168/
Download start: May 4, 2022, 4:23:39 PM
Download end: May 4, 2022, 4:23:57 PM


Can you help me? Thanks
Repository: rust
Issue: Emit optimization remarks to the final binary, not the console
Labels: A-LLVM,A-codegen,T-compiler

Since https://github.com/rust-lang/rust/pull/90833/ rustc prints remarks with -Cremark to the console.

LLVM can include the remarks into the executable. Then you can read the remarks and analyze them.

https://llvm.org/docs/Remarks.html

I never managed to thread the flags through rustc.
Repository: tauri
Issue: [bug] Window changes position if resizing while hidden
Labels: type: bug,status: upstream,platform: macOS

### Describe the bug

Hello,

a window changes its position if the windo is resize while hidden. The size, for example, is changed with `window.setSize(new LogicalSize(800, 300))`

Due to this, the UX is not amazing and the window can move out of the display. If the window is resized before it is first shown, it can appear outside the display too (therefore, invisible to the user).


### Reproduction




https://user-images.githubusercontent.com/6149049/166699391-cb991335-b89b-4be5-951b-ec012ddbe86c.mov

1. Hide window
2. Resize while hidden
3. Show the window again

---

Repository to reproduce
https://github.com/elvinaspredkelis/window_move

Note
Tauri explicitly emits `tauri://move` event after resizing.

### Expected behavior

The window keeps the top-left point position.

### Platform and versions

```shell
Environment
  › OS: Mac OS 12.0.1 X64
  › Node.js: 16.6.2
  › npm: 8.7.0
  › pnpm: Not installed!
  › yarn: 1.22.11
  › rustup: 1.24.3
  › rustc: 1.58.1
  › cargo: 1.58.0
  › Rust toolchain: stable-x86_64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.0.0-rc.9
  › @tauri-apps/api [NPM]: 1.0.0-rc.4
  › tauri [RUST]: 1.0.0-rc.8,
  › tauri-build [RUST]: 1.0.0-rc.7,
  › tao [RUST]: 0.8.3,
  › wry [RUST]: 0.15.1,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:8080/
  › framework: Vue.js

App directory structure
  ├─ node_modules
  ├─ public
  ├─ src-tauri
  ├─ .git
  ├─ .vscode
  └─ src
```


### Stack trace

_No response_

### Additional context

If not easy to fix, I would appreciate any suggestions on how to mitigate this issue with the current setup. 🙏
Repository: rust
Issue: Remove dependency formats from crate metadata
Labels: C-enhancement,A-metadata

It only really needs to be stored for dylibs and only the dependency format for said dylib and not for any other crate types also used. It can be stored in a separate section for dylibs. For example `.rsdpfmt` (needs to stay within the 8 char limit for COFF section names). Furthermore omitting it from the crate metadata is necessary for implementing https://github.com/bazelbuild/rules_rust/issues/228#issuecomment-1113372651 as otherwise the dependency formats included in the crate metadata of the first compilation wouldn't match the second compilation due to dylibs not being available yet. Not encoding it in the crate metadata may also improve performance a tiny bit although rlib only crates already encode an empty list anyway.