sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: Request to indicate that the user is entering a video codec when --audio-format is used or vice versa
Labels: docs/meta/cleanup,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

When the following command is written:
`yt-dlp -x --audio-format mp4 <any random yt link>`
Then we see: invalid audio format "mp4" given.
Could it be atleast indicated in the form of "Perhaps you mean mp3?" or "mp4 is a video format" or something else in a console language?

### 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: godot
Issue: MultiplayerSpawner does not update its spawnable scenes when it is instanced into another scene
Labels: bug,topic:multiplayer

### Tested versions

4.3.beta3

### System information

Windows 11 - Godot 4.3.beta3 - Forward+

### Issue description

I have a scene A which holds a packed scene B. B has a MultiplayerSpawner, and whenever I try to update the MS's spawnable scenes, the scene A does not update its MS's children accordingly

### Steps to reproduce

Add and remove spawnable scenes from the packed scene B several times. You will see that the scenes B instanced in the scene A will not update their spawnable scenes.

### Minimal reproduction project (MRP)

[minimal-project.zip](https://github.com/user-attachments/files/16228117/minimal-project.zip)
Repository: rust
Issue: Lint against expressions that unnecessarily create references
Labels: A-lints,T-compiler

https://github.com/rust-lang/rfcs/pull/2582 suggested the addition of a lint that warns against unnecessary intermediate references: expressions like `&x as *const _`, that could be written as `&raw const x` and thus avoid creating a reference. The rest of this RFC has been implemented (Cc https://github.com/rust-lang/rust/issues/64490), but the lint has not -- that's what this issue tracks.

The essence of the problem is that `direct_raw` and `via_ref` below are not equivalent:
```rust
// This dos the equivalent of `ptr::offset` to the field, so as long as that is inbounds,
// all is good. No alignment is required.
fn direct_raw(x: *const (i32, i32)) -> *const i32 {
    unsafe { &raw const (*x).0 }
}

// This creates a full reference to the first field, so that must be aligned and
// the entire field must be inbounds.
fn via_ref(x: *const (i32, i32)) -> *const i32 {
    unsafe { &(*x).0 as *const i32 }
}
```

When people write the latter, we should nudge them towards the former, as that avoids UB.  That said, the cases where that really makes a difference are probably rather rare: they occur when `x` is unaligned for some reason, or when the *beginning* of the projected field is still in-bounds but the *end* of the field is not.

This is related to https://github.com/rust-lang/rust/issues/99437 in that both are about "lint against cases where references are created but a raw pointer would have sufficed".


**Unresolved questions:**

- [ ] Maybe the lint should also cover cases that look like `&[mut] <place> as *[mut|const] ?T` in the surface syntax but had a method call inserted, thus manifesting a reference (with the associated guarantees). The lint as described would not fire because the reference actually gets used as such (being passed to `deref`). However, what would the lint suggest to do instead? There just is no way to write this code without creating a reference.

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Repository: rust
Issue: RFC #1733 (Trait Aliases): use of lifetime parameter in trait alias not detected
Labels: A-lifetimes,T-compiler,C-bug,F-trait_alias,T-types,A-trait-objects

This is an issue with RFC rust-lang/rfcs#1733 (Trait Aliases, Tracking Issue [#41517 ](https://github.com/rust-lang/rust/issues/41517)). I can't describe well what might be the issue, I just stumbled upon it with the following MVE:

```rust
#![feature(trait_alias)]

trait TestTrait<'a, A> = Fn(A) + 'a;
type TestTypeNormal<'a, A> = dyn Fn(A) + 'a;
type TestTypeNested<'a, A> = dyn TestTrait<'a, A>;

struct TestSpelledOut<'a, A> {
  data: Box<dyn Fn(A) + 'a>
}
struct TestNormalTypeAlias<'a, A> {
  data: Box<TestTypeNormal<'a, A>>
}
struct TestTraitAlias<'a, A> {
  data: Box<dyn TestTrait<'a, A>>
}
struct TestTraitAliasInsideTypeAlias<'a, A> {
  data: Box<TestTypeNested<'a, A>>
}
```

The error output is as follows:
```
error[E0392]: lifetime parameter `'a` is never used
  --> src/lib.rs:13:23
   |
13 | struct TestTraitAlias<'a, A> {
   |                       ^^ unused lifetime parameter
   |
   = help: consider removing `'a`, referring to it in a field, or using a marker such as `PhantomData`

error[E0392]: lifetime parameter `'a` is never used
  --> src/lib.rs:16:38
   |
16 | struct TestTraitAliasInsideTypeAlias<'a, A> {
   |                                      ^^ unused lifetime parameter
   |
   = help: consider removing `'a`, referring to it in a field, or using a marker such as `PhantomData`
```

This is unexpected because clearly `'a` is being used equally in all cases! But in the cases where a trait alias is involved in the definition of the trait object type, the compiler doesn't detect this. I believe this is a bug, or at the very least extremely counterintuitive.

I haven't experimented with this issue more to test the bounds of what exactly fails (such as `impl` instead of `dyn`, nested trait aliases,...) and might not have the time to either. For my use case the workaround of using an extension trait with blanket impl works, but trait aliases would clearly be the more semantically correct choice. I mostly just wanted you to be aware of this, so trait aliases don't stabilize with incorrect behavior. And of course, if this was already known and I just didn't read the conversation enough, just ignore me.
Repository: godot
Issue: Enabling both `process_in_physics` and `ignore_timescale` on a SceneTreeTimer causes timer slowdown at high framerates
Labels: bug,topic:core

### Tested versions

4.3-beta3, 4.3.stable

### System information

Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Laptop GPU (NVIDIA; 31.0.15.5152) - 13th Gen Intel(R) Core(TM) i7-13700H (20 Threads)

### Issue description

When creating a SceneTreeTimer via `get_tree().create_timer()`, setting both `process_in_physics` and `ignore_timescale` makes the timer take longer to complete if your framerate is higher than the physics tick rate. This does not happen if you enable either individually, only when both are enabled at once.

For example: if I were to make a project with a tick rate of 60 and a maximum framerate of 60, a 0.1 second timer with both of these parameters enabled takes roughly 100ms to complete when timed with `Time.get_ticks_msec()`. If I increase the max framerate to 240, it will now take roughly 400ms (4x longer than it's supposed to). The amount of time the timer takes to complete seems to be equal to the max FPS divided by the tick rate.

### Steps to reproduce

A setup to reproduce the bug has been provided in the MRP. Instructions on how to use it are also shown in the project.

If you want to reproduce it on your own, you can do so with this function:
```gdscript
func start_timer() -> void:
	var start = Time.get_ticks_msec()
	await get_tree().create_timer(0.1,true,true,true).timeout
	var end = Time.get_ticks_msec()
	print(end-start)
```
Just don't execute it from `_ready()`, since there will be a bit of lag from loading the scene that throws the timing off.

### Minimal reproduction project (MRP)

[mrp-timer-framerate-issue.zip](https://github.com/user-attachments/files/17162223/mrp-timer-framerate-issue.zip)
Repository: TypeScript
Issue: [Regression] Circular reference error when passing a class expression with non-primitive static properties to a generic function
Labels: Bug,Help Wanted

### 🔎 Search Terms

class expression static type

### 🕗 Version & Regression Information

- This changed between versions 4.0.5 and 4.1.5

### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=4.1.5#code/CYUwxgNghgTiAEAzArgOzAFwJYHtXzg2RlQElUAHZDAHgBUA+ACi0uoC546BKTugbgBQgsHgDOGeFHgBeAiCIlyVDE0hQxY+AEF4Ab0EBICVGxgkOHLP0BfQTe5A

### 💻 Code

```ts
declare function returnInput<T>(input: T): T;

const a = returnInput(class A {
	static foo = {}
//              ^?
})
```


### 🙁 Actual behavior

`A.foo: any`
Error: 'foo' implicitly has type 'any' because it does not have a type annotation and is referenced directly or indirectly in its own initializer.(7022)

And also note that this bug only happens when the type of `foo` is **not** a primitive type.
### 🙂 Expected behavior

`A.foo: {}`, as it works in 4.0.5

### Additional information about the issue

To define a React class component, it is a common practice to include its "sub-components" as private static properties. I also use a "observer" function to make the state change auto observed. So the real-world code may look like:
```ts
import { observer } from 'mobx-react';
import { styled } from 'styled-components';

@observer
class ListView extends React.Component {
    // render method here...
    private static readonly Item = observer(class Item extends React.Component {
        private static readonly Header = styled.h4` // <- Cannot infer the type of Header
        // CSS style here...
        `;
    })
}
```

A workaround is to use static block to initialize the static property but it's cumbersome:
```ts
const a = returnInput(class A {
	static foo
//              ^? OK
	static { this.foo = {}; }
})
```
Repository: godot
Issue: Overlapping CollisionObject3Ds cause mouse_entered and mouse_exited to glitch
Labels: bug,topic:physics,topic:3d

### Tested versions

- Tested in v4.2.2.stable.arch_linux

### System information

Arch Linux - Godot 4.2.2 - Vulkan API 1.3.278 - Forward+ - AMD Radeon Graphics (RADV RENOIR)

### Issue description

When there are two overlapping CollisionObject3D (not necessarily physically overlapping, just in the view of the camera) and the mouse is placed on the overlapping region, there are constantly mouse_entered and mouse_exited signals sent by the objects which are overlapping, as can be seen in the following video (Hovered is a mouse_entered signal, Unhovered is mouse_exited, the number is the node.get_index())

https://github.com/user-attachments/assets/099597f8-aaa9-4a1a-8aa3-989bd6a8114f



### Steps to reproduce

Create a scene with 2 overlapping CollisionObject3Ds, with signals linked to some print statements, and hover the mouse over the overlap region

### Minimal reproduction project (MRP)

[Test.zip](https://github.com/user-attachments/files/16228604/Test.zip)
Repository: godot
Issue: PhysicsDirectSpaceState2D.intersect_shape stops working when there are lots of Area2Ds
Labels: bug,confirmed,documentation,topic:physics,topic:2d

### Tested versions

4.2.stable

### System information

Windows 10

### Issue description

Calling the function `PhysicsDirectSpaceState2D.intersect_shape` returns an empty array when there are many nearby overlapping Area2Ds.
![GIF 7-14-2024 5-39-03 PM](https://github.com/user-attachments/assets/6f48a567-11da-4ab6-8068-dd65d9731287)
In this GIF, the red circle is the intersect_shape call being made every physics frame. The lighter blue circle is the Area2D that we are trying to intersect. The darker blue circle is 3,000 Area2Ds on a separate collision layer.
Notice how the size of the return results array goes to 0 as the mouse gets closer to the 3,000 Area2Ds. You would expect that the results size is 1 as long as the red circle is over the lighter blue circle.

### Steps to reproduce

- Download the MRP
- Enable visible collision shapes
- Try mousing over the Area2Ds

### Minimal reproduction project (MRP)

[IntersectShapeTest.zip](https://github.com/user-attachments/files/16228872/IntersectShapeTest.zip)
Repository: ollama
Issue: Run model by index
Labels: feature request

When running models using the cli the whole names needs to be used e.g. `ollama run deepseek-coder-v2`. Some of these names are hard to remember. I often copy them from `ollama list`. What if we could also run them by their index in the `ollama list`? 

You could just run `ollama list` see the indexes and run `ollama run 1` for example. 
When you run the same model often you can just remember the index. 

Ideally `ollama list` also shows these indexes:
```
# NAME                           	ID          	SIZE  	MODIFIED       
1 llama3:latest                  	365c0bd3c000	4.7 GB	16 minutes ago	
2 mistral-openorca:latest        	12dc6acc14d0	4.1 GB	11 minutes ago	
```
Repository: godot
Issue: Theme on container overrides theme on child button even though one is selected for that button.
Labels: discussion,topic:gui

### Tested versions

Reproducible in Godot 4.2.2 stable. Tested opening the project in 4.1.2 stable aswell and had the same issue but don't know if it is a good enough test or if I should create everything from scratch.

I used Compatibility mode.

### System information

Windows 11

### Issue description

I created an HBoxContainer with a theme that made every button green. If I added a button as a child to that container it turned green as expected. If I changed the theme on a child to a theme that made the button red, it turned red. However, when I added a theme that did not alter the button at all (I just made a new theme and saved it with default settings) the button was still green. My new theme did not alter the button.


The picture below is showing an HBoxContainer with the green_theme and then three buttons with different themes. Red and blue buttons have themes that give them their respective colours. The "Default Button" has the theme showed in the theme window in the picture, it should have the default grey colour.
![image](https://github.com/user-attachments/assets/0506f988-5467-41f0-872a-fbc95f4d7cf9)


### Steps to reproduce

1. Create an HBoxContainer (any container might work, haven't tried others)
2. Give the container a distinct theme (like a color for a button)
3. Add a button to the container (any control might work but haven't tried)
4. Give the button a new theme without any changes
5. The button should have the color from the container's theme instead of it's own theme

### Minimal reproduction project (MRP)

Open the test.tscn and you will see the same as in my screenshot
[MRP.zip](https://github.com/user-attachments/files/16228955/MRP.zip)
Repository: pytorch
Issue: fx.wrap() doesn't really work for things in torch/*
Labels: triaged,module: fx

### 🐛 Describe the bug

Note: I don't expect this will/should be fixed, but I want to document it in case anyone else tries to fx.wrap things in torch/*.

Repro:
```python
import torch
from torch.testing._internal.test_module.fx_demo import add_tensors

def fn(x, y):
    return add_tensors(x, y)

fn_fx = torch.fx.symbolic_trace(fn)
fn_fx = torch.fx.symbolic_trace(fn_fx)
```

Plus, add a file called `torch/testing/_internal/test_module/fx_demo.py` with these contents:

```python
import torch

@torch.fx.wrap
def add_tensors_impl(a, b):
    return a + b

def add_tensors(a, b):
    return add_tensors_impl(a, b)
```

Stacktrace when we run this:

```
Traceback (most recent call last):
  File "/data/users/dberard/scripts/wrap_torch_stuff.py", line 8, in <module>
    fn_fx = torch.fx.symbolic_trace(fn_fx)
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/data/users/dberard/pytorch/torch/fx/_symbolic_trace.py", line 1222, in symbolic_trace
    graph = tracer.trace(root, concrete_args)
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/data/users/dberard/pytorch/torch/fx/_symbolic_trace.py", line 813, in trace
    _patch_wrapped_functions(patcher)
  File "/data/users/dberard/pytorch/torch/fx/_symbolic_trace.py", line 1083, in _patch_wrapped_functions
    orig_fn = frame_dict[name]
              ~~~~~~~~~~^^^^^^
KeyError: 'torch.testing._internal.test_module.fx_demo.add_tensors_impl'
```

The problem occurs when we try to fx-trace the fx graph a second time. (There are other ways to reproduce this, but this was a simple way that was easy to minify):
* note that the code produce by the fx graph contains a `wrap()` call at the beginning for `'torch.testing._internal.test_module.fx_demo.add_tensors_impl'`.
* however, the `globals` passed in to `exec` for this code does not contain this function

I think the reason is here: https://github.com/pytorch/pytorch/blob/774ca93fd2b99808761010528267ef14fa816bda/torch/fx/graph.py#L398-L402

we exit early instead of adding the function to the globals.

### Versions

main branch, july 14, 2024

cc @ezyang @SherlockNoMad @EikanWang @jgong5 @wenzhe-nrv
Repository: neovim
Issue: Display artifacts after changing `cmdheight`
Labels: bug,display,messages

### Problem

When setting `cmdheight` to a higher value and then resetting it to a lower value after a 'hit-enter' prompt, the old status bar remains dangling (see screenshots). It can be cleared with `:mode` or with CTRL-L, but that's not very useful when scripting, because using `:mode` later in a function also obliterates the output displayed before the hit-enter prompt.

<img width="2240" alt="Screenshot 2024-07-14 at 4 42 51 PM" src="https://github.com/user-attachments/assets/bd6819bc-3e49-42e0-b3a0-988b303593be">
<img width="2240" alt="Screenshot 2024-07-14 at 4 44 46 PM" src="https://github.com/user-attachments/assets/4adbe858-a2f8-4f6a-bc3c-907e86f524a1">


### Steps to reproduce

`nvim --clean minimal.vim`
(no `init.vim` or `init.lua` is required to reproduce the problem)

Here's `minimal.vim`:

```
set cmdheight=1

let s:stdout = []
function! s:on_stdout(data)
    call extend(s:stdout, a:data)
    let &cmdheight = len(s:stdout)
    echo join(s:stdout, "\n")
    redraw
endfunction

function! s:on_exit()
    echo s:stdout[-1] .. "\n"
endfunction

call s:on_stdout(['do', 're'])
call s:on_stdout(['mi'])
call s:on_stdout(['fa', 'so', 'la'])
call s:on_stdout(['ti', 'do'])
call s:on_exit()

set cmdheight=1
```

Just run `execute 'source ' .. expand('%')` to run the script.

(A note on the MWE, which might seem a bit bizarre: it's meant to mirror my use-case, which is using `jobstart` to capture and print stderr or stdout. So `on_stdout` is called multiple times, and it gathers and echoes the job's output (I have it echo all of the job's output so far each time, since, as far as I can tell, there's no way to append echoed messages to previous echoed messages – the new echoed messages just clobber the old ones). I expand `cmdheight` so that each successive `echo` message doesn't clobber the last, and then of course I want to reset to my normal `cmdheight` setting at the end. The overall effect is similar to if you use `:make`, but without some of the extraneous parts of the message that I find annoying.)

### Expected behavior

I would expect there to be no dangling status line (as is the case after e.g. running `:make`).

### Neovim version (nvim -v)

0.10.0

### Vim (not Nvim) behaves the same?

No, 9.0

### Operating system/version

macOS 14.5

### Terminal name/version

kitty (0.35.1)

### $TERM environment variable

xterm-kitty

### Installation

homebrew
Repository: rust
Issue: Incomplete features in `std`: required for implementation vs. should not use
Labels: A-lints,T-compiler,T-libs

We currently allow `incomplete_features` in `std` but not `core`. It came up in https://github.com/rust-lang/rust/pull/127739 (marking `f16` and `f128` as incomplete) that there is a difference between incomplete features that `std` needs to be able to work with or that are incomplete because of what is in `std` (such as the new types), and those that just should not be used.

Being able to allow specific incomplete features seems like it would be nice, if possible.
Repository: opencv
Issue: MacOS version lacking definitions from third-party library
Labels: bug,category: build/install,platform: ios/osx

### System Information

OpenCV version: 4.10.0
Operating System: MacOS 14.3.1
Swift version: 5.10

### Detailed description

I am attempting to use OpenCV in a Swift program for MacOS. I'm using a git project (https://github.com/yeatse/opencv-spm) which builds an xcframework for using OpenCV on Swift, using the script providing here at platforms/osc/build_framework.py. Although this largely works, when I try to use a VideoCapture object, I get several linker errors related to undefined symbols. All of these symbols have an `ob` prefix, for example `ob::VideoFrame`, which I believe indicates that VideoCapture depends on the third-party library orbbsecsdk.

I'm not sure why headers from this third-party library aren't being included, so I don't know for certain whether this is a bug, or if I'm missing some optional parameter that needs to be used. I'm particularly surprised, in light of this issue, complaining that orbbecsdk is included by default for macos in opencv 4.10.0: https://github.com/opencv/opencv/issues/25693

### Steps to reproduce

1) Make a Swift MacOS app in XCode.
2) Add https://github.com/yeatse/opencv-spm.git as a dependency.
3) In any source file, include:
```
import opencv2
var videoCapture: VideoCapture
```

### Issue submission checklist

- [X] I report the issue, it's not a question
- [x] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)