sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: Allow downgrading missing video in a playlist errors to warnings to preserve exit code 0
Labels: enhancement,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and 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)

### Provide a description that is worded well enough to be understood

While downloading a playlist, yt-dlp may encounter videos that cannot be downloaded for no fault of yt-dlp or the yt-dlp user:
- Video unavailable. This video has been removed by the uploader
- Private video. Sign in if you've been granted access to this video
- This live event will begin in __ hours.

Thankfully, yt-dlp continues looking for the rest of the playlist. But when it finishes, the exit code is not 0. This can be an issue if it's being called from a script, because the script will only know that an error occurred, but not which, or whether it's something that can be fixed or not. In my case, 
- If a video has been removed, then I may as well forget about it;
- I don't have special access to any private videos, so I just want to ignore those;
- I'm not interested in downloading live streams (most of what I download are live streams at one point, but I only care about the content after it's been completed).

The result is that if I run my script automatically once a week, I'll always have those errors and the nonzero exit code, and I'll have to look at the logs to know if the issue was one of these, or something else that I can / need to fix.
At the same time, I don't want to ignore all errors. A missing playlist or some specific problem with metadata is something that I want to look into.

Ideally, I'd like to have an option ro downgrade these errors to warnings and/or have them result in a different exit code that I could safely ignore.
Alternatively, there could be options to completely ignore them. I've tried using `--match-filter '!is_live'`, but that doesn't seem to be meant for this case.





### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: flutter
Issue: Update embedders to block the platform threads lazily when adding/removing views
Labels: engine,P3,a: multi window,team-engine,triaged-engine

### Background

Design: https://flutter.dev/go/multi-view-sync-over-async

Adding/removing a view from the engine is an asynchronous operation. However, desktop embedders expose a synchronous API. Today, desktop embedders block the platform thread until the engine completes the add/remove operation.

Blocking the platform thread like this is unnecessary if the platform thread doesn't use the view immediately.

### Solution

Use lazy blocking: only block the platform thread if it attempts to do something that is affected by a pending view add/remove operation.
Repository: vscode
Issue: API access to open file's original encoding
Labels: feature-request,api,workbench-editors,file-encoding

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->
This is a request for API access to the original encoding of a file.  i.e.:

![image](https://github.com/microsoft/vscode/assets/49173979/59620a1b-4a31-4ddb-8a8b-1c096375e9f3)

(If this is already possible, please let me know. I couldn't find it.)

If I understand correctly, VS Code represents the content of open files to extensions as UTF-8.  In the C/C++ Extension, there are scenarios in which IntelliSense should reflect how the compiler would interpret the file, which may depend on the files actual encoding. i.e. MSVC and string literal contents.
Repository: flutter
Issue: Support multiple vsyncs for windows on different monitors with different refresh rates
Labels: engine,P3,a: multi window,team-engine,triaged-engine

### Background

Today, we render all views on each frame. This incorrectly assumes that all views are on the same display, or, all displays have the same refresh rate.

### Solution

We should support separate vsync events for separate displays. On each display's vsync, we should only render the views on that display.
Repository: godot
Issue: Curve3D sample_baked ignores parent position and rotation
Labels: topic:3d

### Tested versions

4.3 dev4 (but all versions of v3 and v4 as far as I'm aware)

### System information

Windows 10

### Issue description

The sample_baked command returns position and rotation values relative to the created path. It ignores the position and orientation of the path. This appears to be a bug to me (when would you want a location on a path in a scene to not give you the location based on where the path is and how it's rotated?)

### Steps to reproduce

Create a path3D in a child node. Instance the child node in the parent, and give the node a non zero position and rotation. In the parent, query a position along the path using sample_baked.

### Minimal reproduction project (MRP)

[PathTest.zip](https://github.com/godotengine/godot/files/14860065/PathTest.zip)
In my scene I have a 2 road tiles (nodes) that are instanced from a parent. One is at the origin and preserves the child nodes original location. The second road tile (node) is offset and rotated.
In the parent I create 2 "cars" (a blue and a red CSG cube). Every frame they advance along the path of their respective road tile, and their position is set based on the results from their road's sample_baked output. 
Instead of each "car" travelling on its respective road tile, both are placed in the exact same coordinates as the sample_baked output isn't relative to the location/rotation of the node they're in (i.e. it's returning local rather than global coordinates and rotation).
Repository: storybook
Issue: [Documentation]: Add `metaTags` to indexer doc
Labels: bug,documentation,needs triage

### Describe the problem

In the indexer [documentation](https://storybook.js.org/docs/api/main-config-indexers#indexer), there is no reference to the new `metaTags` [introduced ](https://github.com/storybookjs/storybook/commit/10d3efeaca74d8357161f483fd9ca8eaea3bd6f0) in v8. 

### Additional context
Potential issue: there was ongoing behavior change with story indexing since its experimental. It's not clear what breaks with the new upgrade.

I was wondering why my Docs entry was not being rendered by preview with `tags: ['autodocs']` after upgrading. It turns out `tags` is only meant for a single Story which probably break add-ons that used to rely on only `tags` to generate the Doc. So in order to generate story docs you have to do this:

```js
return entries.map((entry) => ({
  // ...
  tags: ['autodocs'],
  metaTags: ['autodocs'] // required, or you can't view your docs!
}));
```
Repository: PowerToys
Issue: Add feature to create ISO Image of Folder with files
Labels: Idea-New PowerToy,Product-File Actions Menu

### Description of the new feature / enhancement

Add feature to create ISO Image of Folder with files

### Scenario when this would be used?

For mounting ISO as DVD/CD on Virtual mschines

### Supporting information

_No response_
Repository: PowerToys
Issue: [Power Toys-Genera]: Keyboard focus gets lost after pressing tab and after pressing tab twice it lands on the expected control.
Labels: Issue-Bug,Product-Settings,Area-Accessibility,External Dependency-WinUI 3,Resolution-External,Status-Blocked,A11yE+D,A11ySev3,A11yWCAG

### Microsoft PowerToys version

v0.79.0

### Installation method

PowerToys auto-update

### Running as admin

None

### Area(s) with issue?

General

### Steps to reproduce

**Test environment:**
OS Build: Windows 11 Enterprise insider preview 23H2 (22631.3296)
Power toys version: v0.79.0

**Repro Steps:**

1. Open the Power Toys app in the desktop.
2. Select the general option from left navigation pane.
3. Now activate the Check for update button.
4. And now navigate to the Administrator mode section.
5. Observe the keyboard focus.

**User Experience:**
Users who rely on keyboard navigation may find it inconvenient and confusing when the keyboard focus is lost unexpectedly. This behavior interrupts the flow of navigation and requires users to press the tab key multiple times to reach the desired control. 

**Guideline reference:**
https://www.w3.org/WAI/WCAG22/Understanding/focus-order

**Attachments:**

https://github.com/microsoft/PowerToys/assets/117908911/5cf332ae-2cfc-4996-9397-3fc44dc167c9



### ✔️ Expected Behavior

When navigating through the editor using keyboard focus, pressing the tab key should move the focus sequentially to each interactive element. After pressing the tab key once, the focus should move to the next interactive element, and after pressing it again, the focus should land on the expected control, such as the Running as user list item.

### ❌ Actual Behavior

Currently, when navigating through the editor using keyboard focus and pressing the tab key, the focus is lost after the first tab press. After pressing the tab key again, the focus eventually lands on the expected control.

### Other Software

_No response_
Repository: vscode
Issue: [Bug]: Incorrect indentation when object contains string keys
Labels: bug,editor-autoindent,on-unit-test

This is in relation to the nature of the increase indentation rules. If we write:

const a = {a:1

And press Enter, after this the next line will be indented. If we write:

const a = {"a":1

And press Enter, the next line will not be indented. 

https://github.com/microsoft/vscode/assets/61460952/6fc6676c-9393-4194-a8c2-993108196ef6
Repository: godot
Issue: Combinations of Window.Flags and mouse_passthrough/mouse_passthrough Polygon lead to unexpected behaviour.
Labels: bug,topic:porting

### Tested versions

Reproducible in 4.2.1

### System information

Windows 10, GTX 3050, Both Compatibility and Forward+

### Issue description

Different combinations of Flags and mouse_passthrough settings on Window leads to a number of weird unexpected behaviour.

Specifically a few I've found with some help :
- If both unfocusable and borderless are enabled unfocusable is seemingly ignored.
- Setting unfocusable to true too fast pauses the program at the Splash Screen
- Setting transparent to true too fast causes the background to be tinted white.
- Windows with unfocusable are unable to be alt tabbed to, seemingly meaning there's no way to close it without task manager. (possibly intended?)

### Steps to reproduce

1. Access the root window or Add one to a Scene
2. Mess with combinations of different Flags as well as when they're set.
3. Run into one of the listed outcomes
--- 
With the MRP
1. Run the Main Scene (Test Input)
2. Hit either ui_accept to toggle unfocusable and transparent. Or ui_cancel to toggle borderless.
3. Run into the listed runtime issues.
---
Or to test _ready
1. Run Test Ready
2. It should stay on the splash screen.
3. Uncomment different flags in test ready.gd 
4. Repeat for different outcomes.

### Minimal reproduction project (MRP)

[Transparent Clickthrough Test.zip](https://github.com/godotengine/godot/files/14863147/Transparent.Clickthrough.Test.zip)
Repository: vscode
Issue: [Bug]: Incorrect indentation when object nested inline on the same line as parent object
Labels: bug,editor-autoindent,on-unit-test

Consider the following example:

const a = { b : {}, 

The current regex pattern for increase the indent does not match the line, so after pressing Enter at the end of the line, there is no indentation. This is a bug.
Repository: TypeScript
Issue: Add option to throw error when `!` (NonNull expression) is used on a non-nullish expression
Labels: Suggestion,Awaiting More Feedback

### 🔍 Search Terms

"cast", "non null", "nonnull", "@ts-expect-error", "strict", "error"

### ✅ Viability Checklist

- [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, new syntax sugar for JS, etc.)
- [X] This isn't a request to add a new utility type: https://github.com/microsoft/TypeScript/wiki/No-New-Utility-Types
- [X] This feature would agree with the rest of our Design Goals: https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals

### ⭐ Suggestion

Add in the `TSConfig.json` a way to tell TS to check when devs are using `!` (non null expressions) on variables that are non null

### 📃 Motivating Example

Mimic `@ts-ignore` vs `@ts-expect-error` but for `!`:
In well maintained codebases, `@ts-expect-error` can be preferred to `@ts-ignore` to get rid of those as soon as they become non necessary.
A similar thinking could be applied to `!` so that we can keep healthy codebases

### 💻 Use Cases

1. What do you want to use this for?

Seeing `!` in a codebase should mean that the variable can be nullish, and that we're telling TS that it isn't in practice.
It replicates `@ts-expect-error` but for `!`, at one difference: when using `@ts-expect-error` you can pick if you want this or `@ts-ignore`. With this proposal, it'd be set in the TSConfig so would get applied to all `!` (but this is I think what devs would want)

2. What shortcomings exist with current approaches?

In large codebases, we can't keep track of why a `!` was used, and whether it's still required. So we need to come back to them, and remove them manually to see if TS is happy or not without them. We can use ESLint to warn us against the use of `!` but it's a 100% process.

3. What workarounds are you using in the meantime?

TypeScript-ESLint can be used to either warn / ban `!` and instead push devs to use `?.` or `??`, but sometimes a variable is indeed never nullish, so it modifies / slows down the runtime for no real reason.

As TypeScript-ESLint can also have access to the full TS process, we could also use it to check the type of the variable on which `!` is used to see if it's necessary. But this requires spawning the full TS process in ESLint, slowing it down significantly on large codebases (which is why having it directly in TS could be better)
Repository: node
Issue: `spawn` with stdio/stdin 'pipe' options causes pwsh shell to hang after execution
Labels: child_process

### Version

v21.7.1

### Platform

Linux *** 5.15.146.1-microsoft-standard-WSL2 #1 SMP Thu Jan 11 04:09:03 UTC 2024 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

child_process

### What steps will reproduce the bug?

To reproduce the issue, spawn pwsh with stdin configured with 'pipe':

```js
const { spawn } = require('child_process')

const c = spawn('/opt/microsoft/powershell/7/pwsh', ['-c "Get-Date"'], { timeout: 1000, shell: true, stdio: ['pipe', 'pipe', 'pipe'] })

c.stdout.on('data', (data) => {
    console.log(`stdout: ${data}`);
});

c.stderr.on('data', (data) => {
    console.error(`stderr: ${data}`);
});

c.on('close', (code) => {
    console.log(`child process exited with code ${code}`);
});

```

When ran, the pwsh is launched and hang. There is no data output on console and a strace show pwsh waiting on a futex.

Terminal output:
```
> node ./issue.js
stdout: 

stdout: Thursday, 04 April 2024 10:39:56

(HANG)
```

After a kill of the pwsh process (through `kill` command):
Terminal output:
```
child process exited with code null
```



### How often does it reproduce? Is there a required condition?

Issue can be consistently reproduced when stdin is configured with `pipe`.

### What is the expected behavior? Why is that the expected behavior?

pwsh should exit after execution, but for some reason when stdin is configured with `pipe`, the shell doesn't exit.
I cannot reproduce this issue outside of node (when launching pwsh from /bin/sh for example).

### What do you see instead?

pwsh doesn't exit after the execution of the script.
It needs to be killed to trigger the `close` callback.

### Additional information

The issue doesn't appear if stdin is configured with `inherit`.
In this case, pwsh close after executing the command as expected:

```js
const { spawn } = require('child_process')

const c = spawn('/opt/microsoft/powershell/7/pwsh', ['-c "Get-Date"'], { timeout: 1000, shell: true, stdio: ['inherit', 'pipe', 'pipe'] })

c.stdout.on('data', (data) => {
    console.log(`stdout: ${data}`);
});

c.stderr.on('data', (data) => {
    console.error(`stderr: ${data}`);
});

c.on('close', (code) => {
    console.log(`child process exited with code ${code}`);
});
```

Terminal output:
```
> node ./no-issue-inherit.js
stdout: 

stdout: Thursday, 04 April 2024 10:26:46


child process exited with code null
```
Repository: next.js
Issue: `fetch(Request)` inside the server actions does not send the request body.
Labels: bug

### Link to the code that reproduces this issue

https://github.com/okadan/nextjs-reproduction-app

### To Reproduce

1. Run `npm run dev`.
2. Visit to `localhost:3000` and click each of the three buttons.
3. Check the server console outputs.

### Current vs. Expected behavior

**Current**

The output will be `Content-Length: null` only when you clicked the `[fetch(Request)]` button.

**Expected**

The output should be `Content-Length: 5` even when you clicked the `[fetch(Request)]` button.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP PREEMPT_DYNAMIC Fri Feb 16 11:55:08 UTC 2024
  Available memory (MB): 7841
  Available CPU cores: 16
Binaries:
  Node: 20.12.0
  npm: 10.5.0
  Yarn: 1.22.19
  pnpm: N/A
Relevant Packages:
  next: 14.2.0-canary.56 // Latest available version is detected (14.2.0-canary.56).
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

* `fetch(url, options)` inside server actions: OK
* `fetch(Request)` inside server actions: NG (`Content-Length is null`)
* `fetch(Request)` inside browser: OK
Repository: opencv
Issue: be able to ingest 10bit and 12 bit color streams, videos and photos
Labels: feature

### Describe the feature and motivation

currently opencv just supports 8 videos ingestion, processing and etc. and after that which often translates in losing details and features in streams,  videos and pictures, as well as lower quality play back. I would love to be able to use Opencv across al my project without losing the quality of my files.

### Additional context

it would be amazing to support higher amount of colors in opencv
Repository: flutter
Issue: `hook/build.dart` Data assets support
Labels: tool,P2,team-tool,triaged-tool

The `hook/build.dart` of packages should be able to not only add native code assets, but also data assets.

In Flutter, these data assets should be made available through the existing asset bundle API.

This issue tracks the flutter implementation for this in flutter tools.

* [ ] Add `data_asset` to [`BuildConfig.supportedAssetTypes`](https://pub.dev/documentation/native_assets_cli/latest/native_assets_cli/BuildConfig/supportedAssetTypes.html).
* [ ] Bundle the [`DataAsset`]s from [`BuildOutput.assets`](https://pub.dev/documentation/native_assets_cli/latest/native_assets_cli/BuildOutput/assets.html) in Flutter applications (on all 5 OSes, in all modes).
   * Open question: should asset contents be refreshed on hot reload / hot restart?

Tracking issue for Dart and Flutter combined:

* https://github.com/dart-lang/native/issues/154

Umbrella issue for native assets:

* https://github.com/flutter/flutter/issues/129757

cc @mosuem @andrewkolos @christopherfujino
Repository: flutter
Issue: `hook/link.dart` consume data assets from pubspec.yaml
Labels: tool,P2,team-tool,triaged-tool

After https://github.com/flutter/flutter/issues/146263 and https://github.com/flutter/flutter/issues/146264 have landed, we could consider sending existing flutter data assets to link hooks:

```yaml
# pubspec.yaml of my_app
...
flutter:
...
  assets:
    - path: assets/translations.json
      link: messages # invokes package:messages' hook/link.dart to shrink  assets/translations.json
```

Alternatively, we could tell users that if they would like their assets to be tree shaken by a link hook, they must use a build hook to report them.

Somewhat similar behavior to

* https://github.com/flutter/flutter/issues/143348

Related umbrella issues:

* https://github.com/flutter/flutter/issues/129757
* https://github.com/dart-lang/native/issues/154

cc @mosuem @andrewkolos @christopherfujino
Repository: rust
Issue: Conflicting implementation should not exist after generic trait paramters have been constrained to associated types
Labels: A-trait-system,A-associated-items,T-compiler,C-discussion,S-has-mcve,T-types,A-coherence

Consider this code. Currently it cannot compile.
```rust
pub trait Foo {}

pub trait ImplBy {
    type Impl;
}

pub trait FooBy<I> {}

impl<T> Foo for T
where
    T: ImplBy,
    T: FooBy<T::Impl>,
{
}

struct Bar;
impl ImplBy for Bar {
    type Impl = ();
}
impl Foo for Bar {}
// conflicting implementations of trait `Foo` for type `Bar`
// downstream crates may implement trait `FooBy<_>` for type `Bar`
```
The type solver assumed downstream can impl `FooBy<Bar::Impl>` for type `Bar`. But this is easy to reject with orphan rules. `Bar::Impl` must be in the same scope as `Bar` itself. Therefore `FooBy<Bar::Impl>` cannot be implemented on `Bar` outside its origin crate.
Repository: create-react-app
Issue: Facing an error to install firebase
Labels: needs triage

PS C:\Users\choud\OneDrive\Desktop\Floom> npm i firebase
npm ERR! code EPERM
npm ERR! syscall open
npm ERR! path C:\Users\choud\OneDrive\Desktop\Floom\package.json
npm ERR! errno -4048
npm ERR! Error: EPERM: operation not permitted, open 'C:\Users\choud\OneDrive\Desktop\Floom\package.json'
npm ERR!  [Error: EPERM: operation not permitted, open 'C:\Users\choud\OneDrive\Desktop\Floom\package.json'] {
npm ERR!   errno: -4048,
npm ERR!   code: 'EPERM',
npm ERR!   syscall: 'open',
npm ERR!   path: 'C:\\Users\\choud\\OneDrive\\Desktop\\Floom\\package.json'
npm ERR! }
npm ERR! 
npm ERR! The operation was rejected by your operating system.
npm ERR! It's possible that the file was already in use (by a text editor or antivirus),
npm ERR! or that you lack permissions to access it.
npm ERR! 
npm ERR! If you believe this might be a permissions issue, please double-check the
npm ERR! permissions of the file and its containing directories, or try running
npm ERR! the command again as root/Administrator.

npm ERR! A complete log of this run can be found in: C:\Users\choud\AppData\Local\npm-cache\_logs\2024-04-04T10_04_53_173Z-debug-0.log