sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: When encountering an abnormal video, it will automatically skip downloading
Labels: question

## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
- Search the bugtracker for similar questions: http://yt-dl.org/search-issues
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [ ] I've searched the bugtracker for similar questions including closed ones


## Question

The new version of youtube dl seems to encounter abnormal videos such as country restrictions, videos removed, and private videos will be automatically skipped. I want him to automatically stop downloading when encountering similar events, so that I can know Which video can’t be downloaded, thank you


As far as I know, it should be because the playlist did not collect the link, because when I use the -a command to manually import a private video, it will stop automatically.

<!--
Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient.
-->
Repository: neovim
Issue: Inconsistent behaviour between vimL's `set` and Lua's `vim.opt` for expanding environment variables
Labels: enhancement,needs:discussion,lua,options

In lua `vim.opt` or `vim.o` for `directory,backupdir,undodir` options does not expand environment variables as vimL's `set` does for those options.
Repository: neovim
Issue: Screen freezing while trying to debug node.js code from inside Vim
Labels: bug

- `nvim --version`: 0.4.3
- Operating system/version: Ubuntu 20.04
- Terminal name: Konsole

I've just made [this question](https://stackoverflow.com/q/68093410/14739472) on stackoverflow about how to use a node.js debugger inside Vim. Basically, let's say I have the following node.js file:

```
console.log("one")
console.log("two") 
console.log("three")
console.log("four")
```

On Vim, if I use the command `:set makeprg=node\ inspect\ % | set autowrite | make` it'll open an interactive terminal where I can debug my node.js code... Something like the following:

```
< Debugger listening on ws://127.0.0.1:9229/6d2eb151-92d0-4d70-b495-31148e202a77
< For help, see: https://nodejs.org/en/docs/inspector
< Debugger attached.
Break on start in file.js:1
> 1 console.log("one")
  2 console.log("two") 
  3 console.log("three")
debug> n
< one
break in file.js:2
  1 console.log("one")
> 2 console.log("two") 
  3 console.log("three")
  4 console.log("four")
debug> n
< two
break in file.js:3
  1 console.log("one")
  2 console.log("two") 
> 3 console.log("three")
  4 console.log("four")
  5 
debug> n
< three
break in file.js:4
  2 console.log("two") 
  3 console.log("three")
> 4 console.log("four")
  5 
debug> .exit
```

After closing the debugger I go back to editing my node.js file... But well, that works perfectly on Vim, on NeoVim the window freezes and I can't type anything on the debug, I can just press `Ctrl+C` and go back to my file.

I've tried starting NeoVim with `nvim --clean file.js` to be sure that my `init.vim` configurations were not interfering on NeoVim behavior... So even with no extra configurations on NeoVim I still have my screen frozen while trying to debug a node.js code.
Repository: vscode
Issue: Revisit the use of `ITextEditorService` in preferences component
Labels: debt,settings-editor

We want to move away from allowing anyone to create heavy typed editor inputs. One clear method we need to deprecate is `IEditorService.createEditorInput`. The usages we have today need to be changed to untyped inputs.

We seem to be having a few places left:

**Preferences @roblourens** 

![image](https://user-images.githubusercontent.com/900690/123048294-8adfaa80-d3fe-11eb-802c-ee186e9f22e3.png)

**Custom Editors**

![image](https://user-images.githubusercontent.com/900690/123048352-98953000-d3fe-11eb-9f67-56fd954a4f3d.png)

**Text Editors**

![image](https://user-images.githubusercontent.com/900690/123048518-c7aba180-d3fe-11eb-92a1-a62ad7db89e2.png)

We then have quite a few more usages that imho are less critical because they originate from contexts where we actually do want typed inputs (editor input deserialisation). However, we should probably move those into respective components and out of the editor service itself. I will create a follow up issue on that.
Repository: pytorch
Issue: [docs] torch.log_softmax is undocumented
Labels: module: docs,triaged

```python
>>> import torch
>>> t = torch.ones(2, 2)
>>> torch.log_softmax(t, 0)
tensor([[-0.6931, -0.6931],
        [-0.6931, -0.6931]])
>>> help(torch.log_softmax)
```

![image](https://user-images.githubusercontent.com/19503980/123055222-49adc180-d423-11eb-93e3-b3876147cce9.png)

cc: @mruberry 


cc @brianjo @mruberry
Repository: vscode
Issue: Tree item focus should avoid jumping when tree items change
Labels: bug,accessibility,tree-views

I have an element A which is focused in the tree. The tree is refreshed. Element A is no longer there. Focus is moved to the tree since the element is missing.
The proper solution would be to keep the focus stable, thus moving it to the neighbor element if the previous one is no longer there

Explorer runs into the same issue, element A is focused and delete it via Delete key. We move focus to the neighbor element, but we can do that since we have our internal api.
Repository: godot
Issue: Saving and loading a custom object with `store_var` and `get_var` has inconsistent behaviour between the editor and builds
Labels: topic:core,documentation

### Godot version

3.3.2-stable

### System information

Linux - Fedora 32 5.11.22-100.fc32.x86_64

### Issue description

`store_var` and `get_var` functions of the `File` object with the `allow_objects` / `full_objects` bools set to true behaves differently between running in the editor and running in a build.

In the editor everything works as it should, but in builds (with debug) an error is displayed when the object is read:

```
ERROR: instance_create: Script inherits from native type 'Reference', so it can't be instanced in object of type 'Node'.
```

I've tested it with Linux, HTML5, and Android builds and it's consistent across all of them.

[This reddit commenter](https://www.reddit.com/r/godot/comments/o5rq26/saving_and_loading_a_custom_object_has/h2oeaxq?utm_source=share&utm_medium=web2x&context=3) found that the script export mode affected the behaviour.

### Steps to reproduce

The minimal project creates a save file the first time it is run, then reads from that save file each subsequent time it is run. When running the project in the editor the correct behaviour occurs. The first time you run the project, "null" is displayed on the screen because the save file doesn't exist. All subsequent times the project is run, "foobar" is read from the save file created the first time the project was run and displayed on screen.

I then delete the save file with the bash command:

```
rm ~/.local/share/godot/app_userdata/godot-save-load/test.save
```

When running the build of the project (which has debug), the first time it's run "null" is also displayed. Subsequent times, however, no text is displayed (because the `save` object is null and therefore doesn't have the `text` property) and the following message is displayed in the terminal:

```
ERROR: instance_create: Script inherits from native type 'Reference', so it can't be instanced in object of type 'Node'.
```

Interestingly, I can induce the error in the editor. If I delete the save file and run the build to create the save, then run the project in the editor, the same error as above is displayed. Equally, if I delete the save file and run the project in the editor to create the save file, then run the build, "foobar" is displayed.

### Minimal reproduction project

https://github.com/marc-jones/godot-save-load
Repository: flutter
Issue: ListView fast scrolling
Labels: c: new feature,framework,f: scrolling,perf: speed,P2,team-framework,triaged-framework

It would be nice and useful to have a fast scrolling feature for ListView, just like Android's ReyclerView does with `android:fastScrollEnabled="true"`, with the possibility to customize track and cursor.

![1_RN2W9mpIMaFkAqs2KI5pyw](https://user-images.githubusercontent.com/6929765/123071256-cc7b5000-d414-11eb-8264-dc7af6dfbfc0.gif)
Repository: svelte
Issue: Intercept and suppress specific errors
Labels: feature request,stale-bot,compiler

<!--
If you'd like to propose an implementation for a large new feature or change then please create an RFC:
https://github.com/sveltejs/rfcs
-->

**Is your feature request related to a problem? Please describe.**
I'm using a library named [three-elements](https://github.com/hmans/three-elements) that creates custom elements with directives, one of those directives are `ref:xxx`. However this creates an unnecessary complication as Svelte emits a deprecation error with no way of suppressing it.

```
The ref directive is no longer supported — use `bind:this={xxx}` instead
ParseError: The ref directive is no longer supported — use `bind:this={xxx}` instead
    at error (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:16746:19)
    at Parser$1.error (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:16822:9)
    at read_attribute (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:16037:20)
    at tag (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:15856:25)
    at new Parser$1 (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:16781:21)
    at parse$3 (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:16913:20)
    at compile (file:///home/xxx/workspace/node_modules/svelte/compiler.mjs:30006:17)
    at compileSvelte (file:///home/xxx/workspace/node_modules/@sveltejs/vite-plugin-svelte/dist/index.js:264:20)
    at async TransformContext.transform (file:///home/xxx/workspace/node_modules/@sveltejs/vite-plugin-svelte/dist/index.js:873:27)
    at async Object.transform (/home/xxx/workspace/node_modules/vite/dist/node/chunks/dep-bc228bbb.js:44765:30)
```

**Describe the solution you'd like**
A way to access and suppress individual error types. The purpose for this error is to give deprecation notice, but it does needlessly occupy a directive that might collide with other libraries. `ref` is not uncommon as a directive.

**Describe alternatives you've considered**
I've put forward a suggestion to `three-elements` of prefixing their directive to avoid collisions with frameworks/libraries.

**How important is this feature to you?**
As it stands right now, I cannot use this library to create declarative 3d scenes.

**Additional context**
The error in svelte code base: https://github.com/sveltejs/svelte/blob/master/src/compiler/parse/state/tag.ts#L394-L399
Repository: PowerToys
Issue: display numbers associated with taskbar items for easy "win key + num" switching
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Show labels with numbers above/near each taskbar icon so you can do _winkey + number_ switching at a glance.

Currently, if you use shortcut guide, by holding the <win key> (or winkey + shift +/)  you can see the labels but this requires extra effort.

What I would like is to always show the numbers as an overlay on top of the taksbar icons (in a their corner) so just by glancing over them I can quickly see that I need to press <winkey>+ 8 to switch to app 8, etc...

### Scenario when this would be used?

Fast switching between multiple windows. alt+ tab is fast but only for two apps.
Holding alt and pressing tab multiple times for a different app is _slow_.
By seeing the numbers overlayed on the taskbar items I can instantly switch between apps (i.e. winkey+1 vscode, winkey+2 chrome, winkey+3 onenote, winkey+4 pdf viewer, etc. ) without having to count them or use extra shortcut to display numbers and remember them for a session

Think alt tabbing instantly between more then two apps (10 apps at the extreme) 


### Supporting information

"7+ taskbar numberer" is an app that already does this, but I'm not sure if it works on Win 10 and don't like their implementation( seems hacky). Also it's nice to have this frature inside powertoys so that no extra app is required.

Crude depiction of what I'm tryong to describe:

![16245561091842175412428038105025](https://user-images.githubusercontent.com/8136557/123307931-bb713280-d52b-11eb-9f02-39b298c2bc44.jpg)
Repository: vscode
Issue: Consider allowing codicons in comment reactions
Labels: feature-request,comments

For web extensions, we are still limited to one file. Since comment reactions require additional resources they can't be used properly in web extensions.

It also just seems like a nice feature to have.
Repository: godot
Issue: [Bullet] Unable to use imported collision data in other nodes
Labels: bug,confirmed,topic:physics,topic:import,topic:3d

### Godot version

3.3.2.stable

### System information

5.12.12-arch1-1

### Issue description

It seems you are unable to use the collision shape data imported from blender in other collision shapes. I'm using the "-colonly" hint in blender which, when imported into Godot, results in a scene with the following nodes and resources:

Spatial -> StaticBody -> CollisionShape.shape(ConcavePolygonShape)

I'm trying to use that ConcavePolygonShape resource in this

Area -> CollisionShape.shape(ConcavePolygonShape)

It doesn't matter if I duplicate the ConcavePolygonShape, duplicate the CollisionShape or even ConcavePolygonShape.set_faces(ConcavePolygonShape.get_faces()). Nothing I do will let me use the imported shape in an Area -> CollisionShape. That same data can be used in a MeshInstance.mesh(ArrayMesh) just fine.

### Steps to reproduce

Attached is a reproduction project. The left cube is an Area Mesh with CollisionShape.shape(BoxShape) that was created in Godot. The right cube is an Area Mesh with a CollisionShape and the shape is set in Spatial.gd. The third cube is a MeshInstance.mesh(ArrayMesh) that was created using the imported shape data.
You can move the cylinder left and right with A/D or the arrow keys. When the cylinder collides with a cube it should print "entered" in Output. This only happens with the left cube, which is the problem.

### Minimal reproduction project

[test.zip](https://github.com/godotengine/godot/files/6702018/test.zip)
Repository: vscode
Issue: Revisit `options.override`
Labels: debt,workbench-editor-resolver

Now that every editor input has a `editorId`, I think we should revisit the `options.override` thing in untyped inputs and rather make it top level. Because setting the editor id should not be a optional thing but required in most cases. I.e. something like: `editorService.openEditor({ editorId: 'someEditor', resource: <some URI>})`.

We can still allow to select to pick an editor somehow, but I feel that `override` should just move out of the options.

I find this especially strange because in the `IEditorInput#matches` method we now have to probe onto `options.override`.
Repository: pytorch
Issue: torch.cuda.Event(blocking=True) doesn't work
Labels: module: cuda,triaged

## 🐛 Bug


<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:

```
class Classify(object):
    def __init__(self):

        self.weights = 
        self.device = torch.device("cuda")
        a = models.resnet34(pretrained =False )
        a.fc = nn.Linear(a.fc.in_features, 6)

        Net = torch.nn.DataParallel(a)
        Net.load_state_dict(torch.load(self.weights))
        self.model = threeclassesNet.to(self.device)
        self.model.eval()
        self.event = torch.cuda.Event(blocaking=True)
    def __call__(self, test):

        b = torch.cuda.Stream()
        # b_event = torch.cuda.Event(blocking=True)
        with torch.cuda.stream(b):
            slist = cropimg(test)
            crop = [test_augmentation(items) for items in slist]
            inputs= torch.stack(crop).cuda()
            with torch.no_grad():

                outputs_forthree = self.model(inputs)
                s = torch.max(outputs_forthree, 1)[1].cpu().numpy()
                self.event.record(b)
                self.event.wait(b)  #self.event.synchronize()

        return s
```


## Expected behavior
We know that the CPU is the host and the GPU is the device in cuda.When calling cuda kernel, the default is busy-waiting polling.
My goal is to block the thread(PYQT QRunnable) when calling the device.
Specify cudaEventBlockingSync to cudaEventCreate()，cudaEventRecord() markup stream.Waiting for an event that was created with the cudaEventBlockingSync flag will cause the calling CPU thread to block until the event has been completed by the device. 
According to CUDA Runtime API--cudaEventSynchronize（https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__EVENT.html#group__CUDART__EVENT_1g949aa42b30ae9e622f6ba0787129ff22）
![image](https://user-images.githubusercontent.com/50610732/123979116-04752b00-d9f3-11eb-8b1f-4d8f10944709.png)

But in your file it says：class Event(torch._C._CudaEventBase):....Args: blocking (bool, optional): if ``True``, :meth:`wait` will be blocking (default: ``False``)，so  I try this `self.event.wait(b) `,unfortunately, neither method is effective.
## Environment


 - PyTorch Version (e.g., 1.8):
 - OS (e.g., Windows10):
 - How you installed PyTorch (`conda`):
 - Build command you used (if compiling from source):
 - Python version:3.6
 - CUDA/cuDNN version:11.1
 - GPU models and configuration:1050Ti





cc @ngimel
Repository: storybook
Issue: argTypes table is not generated for components with React.forwardRef and index type in their interface (with typescript)
Labels: bug,typescript,block: argstable

**Describe the bug**
Hello, dear Storybook dev team, please take my sincere appreciation and gratitude toward the top-notch tool that you've created.

I have started using Storybook recently in my existing project and bumped into this problem right away, with the very first component. Frankly speaking, I hesitate regarding the importance of this bug, but I personally have spent around 10h trying to figure out the problem and would like to save some time for anyone else who could stumble in the same situation.

The problem is that if you have a React component wrapped in `React.forwardRef` and with index type in its interface, the arcTypes table in Storybook won't be rendered. You may see the screenshots of my code below. I've also created a repo in my GitHub, so feel free to fork it.

So far, I've figured out that the issue happens only with React.forwardRef, but it's possible that some other react utilities may have the same effect.

As a workaround I also have found that if you will use `React.FC<ComponentProps>` typing for your component, this will remove the problem, even if the index type is still there.

**To Reproduce**
1) Clone or fork with repository - [https://github.com/JoyTailor-1775/storybook-bug](url)

2) Run `npm install` and `npm run storybook`

3) See that no doc is created for the Button component;

4) Go to `src/types/Button.ts` and uncomment the 54th line (with index type);

5) Restart the project and see the doc rendered;

**System**
  System:
    OS: macOS 11.2.3
    CPU: (8) x64 Intel(R) Core(TM) i7-4770HQ CPU @ 2.20GHz
  Binaries:
    Node: 14.16.1 - /usr/local/bin/node
    Yarn: 1.22.4 - /usr/local/bin/yarn
    npm: 7.18.1 - /usr/local/bin/npm
  Browsers:
    Chrome: 91.0.4472.114
    Safari: 14.0.3
  npmPackages:
    @storybook/addon-actions: ^6.3.0-rc.11 => 6.3.0-rc.11 
    @storybook/addon-essentials: ^6.3.0-rc.11 => 6.3.0-rc.11 
    @storybook/addon-links: ^6.3.0-rc.11 => 6.3.0-rc.11 
    @storybook/builder-webpack5: ^6.3.0-rc.11 => 6.3.0-rc.11 
    @storybook/manager-webpack5: ^6.3.0-alpha.41 => 6.3.0-rc.11 
    @storybook/react: ^6.3.0-rc.11 => 6.3.0-rc.11 


**Additional context**

<img width="497" alt="Screenshot 2021-06-23 at 17 12 58" src="https://user-images.githubusercontent.com/62883880/123113555-50e6c680-d447-11eb-8b87-d9be11a29460.png">

<img width="916" alt="Screenshot 2021-06-23 at 17 20 57" src="https://user-images.githubusercontent.com/62883880/123113712-6e1b9500-d447-11eb-8d67-c1276e4171c0.png">
Repository: terminal
Issue: Terminal tab terminates along with the initial process even if there are other active tasks in that console
Labels: Issue-Bug,Area-TerminalConnection,Product-Terminal,Priority-2

### Windows Terminal version (or Windows build number)

1.9.1445.0

### Other Software

_No response_

### Steps to reproduce

1. Compile the following simple program:
```C++
#include <windows.h>

int main()
{
	STARTUPINFOW si{ sizeof(si) };
	PROCESS_INFORMATION pi{};

	if (!CreateProcessW(L"c:\\windows\\system32\\cmd.exe", {}, {}, {}, false, 0, {}, {}, &si, &pi))
		return 1;

	CloseHandle(pi.hThread);
	CloseHandle(pi.hProcess);

	return 0;
}
```

2. Go to the Terminal settings, `+ Add a new profile`, `+ New empty profile`, and set `Command line` to the compiled exe.
3. Try to open that profile.

### Expected Behavior

The tab should remain active after the initial process exits since there are other active tasks still attached to that particular console.

### Actual Behavior

It closes immediately.

## Additional details
The problem was initially observed in a more complex scenario, where an app performs a self-update by launching the updater helper process in the same console and exiting. The helper then does its magic, restarts the original program and exits, providing a smooth user experience.

Needless to say that it works and always worked in conhost.
Repository: pytorch
Issue: Ensure warnings relate to user code with stacklevel
Labels: triaged,better-engineering,module: deprecation

I was running some PyTorch code and I got a lot of supremely unhelpful deprecation warnings that look like this:

```
/data/users/ezyang/pytorch-tmp2/torch/_tensor.py:557: UserWarning: floor_divide is deprecated, and will be removed in a future version of pytorch. It currently rounds toward 0 (like the 'trunc' function NOT 'floor'). This results in incorrect rounding for negative values.
```

Where the heck do I fix my code? No idea! 

But amazingly, Python warning has a way of raising the warning at one stack level (or more) above the function that actually throws the warning: https://stackoverflow.com/questions/31465483/how-to-print-the-calling-method-name-and-line-number-for-deprecation-warning-mes We should do this! stacklevel

cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @mruberry