sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Inheritance causes exports to be out of order with `get_property_list()`
Labels: enhancement,topic:core

### Godot version

4.1.dev (550a7798510810d238b733a54f69da71b2a2d152)

### System information

Windows 10

### Issue description

When needing to add a property to the exported property list via `get_property_list()`/`_GetPropertyList()`, it always prepends to the very beginning before any existing export properties are identified. This prevents any way to add to existing export groups or categories, or ensure any specific order. This causes multiple problems:

1. No mixing with normal attribute export properties. They all have to be manually written out or all @exports/attributes, otherwise the ones defined in the `get_property_list()` override will show outside any group or category.
2. ~~Inherited classes cannot call `get_property_list()` if `get_property_list()` is called in the base class or the editor will crash.~~
3. ~~The base `get_property_list()` cannot be called, or the editor will crash.~~
4. If exports are defined in inherited classes they will show in the wrong order: after the base class properties.

### Steps to reproduce

Create a tool script with export properties.
Override the `get_property_list()`/`_GetPropertyList()` method.
Try any of the scenarios above or with inheritance.

### Minimal reproduction project

N/A Various scenarios.
Repository: godot
Issue: TileMap editor: Atlas merging tool does not work
Labels: bug,topic:editor,topic:2d

### Godot version

4.0.1

### System information

Manjaro Linux

### Issue description

The atlas merging tool produces a blank image. The images can be used properly otherwise.

I see this error in the console, once for each "atlas"/single tile:
```
  core/io/image.cpp:2775 - Condition "format != p_src->format" is true.
  core/io/image.cpp:2775 - Condition "format != p_src->format" is true.
```

### Steps to reproduce

take individual tiles out of this pack as pngs, then try to merge them.
https://kenney.nl/assets/voxel-pack



### Minimal reproduction project

N/A
Repository: godot
Issue: UI: Using Godot on a secondary monitor makes dropdowns and context menus not appear (DisplayServer regression)
Labels: bug,platform:linuxbsd,topic:editor,topic:porting,regression

### Godot version

4.0.1 Stable

### System information

Arch Linux, Nvidia RTX 2070 Super, Vulkan Forward+ Renderer

### Issue description

When using a secondary monitor for editor use, using context menus or menu bar dropdowns provide this error in a terminal window:

```
ERROR: Window 5 spawned at invalid position: (2046, 1080).
   at: popup (scene/main/window.cpp:1557)
ERROR: Window 6 spawned at invalid position: (2208, 1080).
   at: popup (scene/main/window.cpp:1557)
ERROR: Window 7 spawned at invalid position: (2388, 1080).
   at: popup (scene/main/window.cpp:1557)
```

### Steps to reproduce

Open Godot Editor
Open a project
Drag the window to the secondary monitor
Do one of the following
    - Left click on Scene Menu 
    - Right click on an open space in Scene or FileSystem group areas.

### Minimal reproduction project

N/A
Repository: storybook
Issue: [Bug]: Update the Welcome screen links that are out of date
Labels: bug,good first issue,help wanted,cli

### Describe the bug

In Storybook's onboarding, the links we give users are no longer relevant. At one time, they matched up closer to docs content but with all the changes we made for 6.X and 7.0 they're out of date..

- Presets for popular tools: A lot of this works out of the box. It links to this [page](https://storybook.js.org/docs/react/addons/addon-types), which doesn’t make sense
- Build configuration: Works out of the box afaik. It links to this [page](https://storybook.js.org/docs/react/builders/webpack). Which doesn't make sense if you have Vite.
- Styling: It links to this [page](https://storybook.js.org/docs/react/configure/styling-and-css) which is pretty anemic. We’re trying to make styling config happen out of the box. 
- Data: Links to this [page](https://storybook.js.org/docs/react/get-started/setup#configure-storybook-for-your-stack), which has nothing to do with data. 

**Impact:** All new users experience this which can end up misdirecting them.

**Proposed changes:**
- Revisit links to showcase relevant setup instructions
  - Styling (requires updates to styling page @Integrayshaun)
  - Data (requires a new docs page @kylegach)
  - Resource and asset loading (we might consider expanding [this section](https://storybook.js.org/docs/react/get-started/setup#load-assets-and-resources) @kylegach)
  - Custom configuration (needs to be generic to support vite, webpack, babel, etc) @kylegach maybe this [page](https://storybook.js.org/docs/react/builders/overview) would work?



<img width="494" alt="image" src="https://user-images.githubusercontent.com/263385/227356171-b16d996d-94bd-49ac-a646-a9a62309a3f2.png">


### To Reproduce

**[Reproduce in browser here](https://stackblitz.com/github/storybookjs/sandboxes/tree/next/cra/default-js/after-storybook?file=README.md&preset=node)**

### System

_No response_

### Additional context

_No response_
Repository: next.js
Issue: [NEXT-890] Scroll position does not reset to top when a loading state is used
Labels: Navigation,linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 21.6.0: Mon Dec 19 20:43:09 PST 2022; root:xnu-8020.240.18~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.13.2
      npm: 8.1.2
      Yarn: 1.22.17
      pnpm: 7.14.0
    Relevant packages:
      next: 13.2.5-canary.14
      eslint-config-next: 13.2.5-canary.14
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/ericmatthys/next-app-scroll-position

### To Reproduce

Use an async page component with a loading component along with it. Scroll down and navigate to that page, first showing the loading component and then the page.

### Describe the Bug

 The scroll position does not reset to the top when either the loading component is rendered or the page is rendered.

### Expected Behavior

As it happens with a static page or without a loading component, the scroll position should reset to the top when navigating to the new page.

### Which browser are you using? (if relevant)

Chrome 112

### How are you deploying your application? (if relevant)

Vercel

<sub>[NEXT-890](https://linear.app/vercel/issue/NEXT-890/scroll-position-does-not-reset-to-top-when-a-loading-state-is-used)</sub>
Repository: pytorch
Issue: Improve collectives fingerprinting
Labels: good first issue,triaged,module: c10d

### 🚀 The feature, motivation and pitch

When using `TORCH_DISTRIBUTED_DEBUG=DETAIL` we collect collectives fingerprints and those are quite helpful when troubleshooting issues like stragglers.

One recurring problem in distributed jobs are stragglers and, in special, those triggered by python GC activity. We should extend CollectiveFingerPrint to include two pieces of information: python gc counts (for all 3 gens) and some monotonic clock source.

Those would enable us us to detect such issues as part of `TORCH_DISTRIBUTED_DEBUG=DETAIL`.

One complication of this idea is that we currently compare fingerprints in a bitwise fashion, which won't work since some of this information is just advisory.



### Alternatives

_No response_

### Additional context

_No response_
Repository: TypeScript
Issue: Resolutions in tsserver should be shared among projects dependng on module options
Labels: Suggestion,Domain: Performance,Rescheduled

# Suggestion

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## 🔍 Search Terms

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List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.

## ✅ Viability Checklist

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My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

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Creating issues to track some of the investigations i have been doing so it doesnt slip my mind,
Repository: TypeScript
Issue: Change watching resolution cache to watch per directory resolutions with refcount so it will be reused
Labels: Needs Investigation

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

List of keywords you searched for before creating this issue. Write them down here so that others can find this suggestion more easily and help provide feedback.

## ✅ Viability Checklist

<!--
   Suggestions that don't meet all these criteria are very, very unlikely to be accepted.
   We always recommend reviewing the TypeScript design goals before investing time writing
   a proposal for ideas outside the scope of the project.
-->
My suggestion meets these guidelines:

* [ ] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [ ] This wouldn't change the runtime behavior of existing JavaScript code
* [ ] This could be implemented without emitting different JS based on the types of the expressions
* [ ] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [ ] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

<!-- A summary of what you'd like to see added or changed -->

## 📃 Motivating Example

<!--
  If you were announcing this feature in a blog post, what's a short explanation that shows
  a developer why this feature improves the language?
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## 💻 Use Cases

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Some of this is being investigated / worked on as part of #50007
Repository: opencv
Issue: CMake Error at cmake/OpenCVCompilerOptimizations.cmake:611 - Compiler doesn't support baseline optimization flags
Labels: bug,category: build/install,platform: ios/osx

### System Information

Python version: 3.11.2
OpenCV version: 4.x 
Mac version: Monterey 12.6 
XCode version: 14.2 


### Detailed description

Have a React Native project integrating with OpenCV where the simulator isn't working due to architecture difference. https://github.com/opencv/opencv/issues/21926 

Then tried to follow the steps in:
https://github.com/opencv/opencv/tree/4.x/platforms/ios
https://github.com/opencv/opencv/tree/4.x/platforms/apple

But when trying to run:
python opencv/platforms/apple/build_xcframework.py --out ./build_xcframework

Keep getting an error:
```
CMake Error at cmake/OpenCVCompilerOptimizations.cmake:611 (message):
  Compiler doesn't support baseline optimization flags:
Call Stack (most recent call first):
  cmake/OpenCVCompilerOptions.cmake:327 (ocv_compiler_optimization_options)
  CMakeLists.txt:650 (include)
```

### Steps to reproduce

``` 
git clone https://github.com/opencv/opencv.git 

Then try to follow the steps in:
https://github.com/opencv/opencv/tree/4.x/platforms/ios
https://github.com/opencv/opencv/tree/4.x/platforms/apple
```

### 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)
Repository: flutter
Issue: [Impeller] Better optimizations for color filters applied to images.
Labels: engine,P2,e: impeller,team-engine,triaged-engine

In impeller today we don't always do a good job of optimally applying color filters.

For example, the following code will create two subpasses, one for the solid color and one for the image:

```dart
  @override
  Widget build(BuildContext context) {
    final hsl = HSLColor.fromColor(color);

    return ColorFiltered(
      colorFilter: ColorFilter.mode(
          hsl.withLightness(hsl.lightness * energy).toColor(),
          BlendMode.modulate),
      child: Image.asset(imgSrc),
    );
  }
```


While this code only requires a single subpass for the color filter.

```dart

  @override
  Widget build(BuildContext context) {
    final hsl = HSLColor.fromColor(color);

    return Image.asset(imgSrc, color: hsl.withLightness(hsl.lightness * energy).toColor(), colorBlendMode: BlendMode.modulate);
  }
```
Repository: godot
Issue: High Quality Incremental (or Automatic) sky update modes do not make the editor redraw continuously until fully rendered
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.dev 9b9bb418c

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.89.02)

### Issue description

The High Quality Incremental (or Automatic) sky update modes do not make the editor redraw continuously until fully rendered.

It's expected that this mode takes some frames to update, but it should cause the editor to redraw continuously until the radiance map is fully updated. Otherwise, you can end up in an inconsistent state as shown below:

### Before toggling sky energy

![Screenshot_20230323_234647](https://user-images.githubusercontent.com/180032/227382288-c84bf4da-1e98-4389-9dd3-2fa2255f711d.png)

### After toggling sky energy (first frame after sky change)

![Screenshot_20230323_234653](https://user-images.githubusercontent.com/180032/227382297-e9eb2c03-b8a0-49c0-b960-4d689516ca16.png)

### After toggling sky energy (14 frames later)

![Screenshot_20230323_234700](https://user-images.githubusercontent.com/180032/227382300-04fafe93-daa0-4f10-a85d-bb9c398e91fd.png)

### Steps to reproduce

- Adjust the sky in the inspector using something that suddenly changes its appearance (such as entering a value in a text field).
- Notice how the radiance map doesn't update for a while.
- If you want to reproduce this in a running project, enable the **Low Processor Mode** project setting and ensure there is nothing in the project that would cause it to redraw continuously (no animations, no camera movement).

### Minimal reproduction project

[test_radiance_map_low_processor_mode.zip](https://github.com/godotengine/godot/files/11057002/test_radiance_map_low_processor_mode.zip)
Repository: godot
Issue: ReflectionProbe mode does not make the project redraw continuously until fully updated
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.dev 9b9bb418c

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.89.02)

### Issue description

A ReflectionProbe does not make the project redraw continuously until fully updated (and visible in the world). This occurs with both **Once** (default) and **Always** update modes.

Unlike https://github.com/godotengine/godot/issues/75276, this issue doesn't occur in the editor for some reason. It's most noticeable if you have a project where a ReflectionProbe is visible in the initial camera location and low-processor mode is enabled in the Project Settings.

The ReflectionProbe in the MRP uses a custom ambient color so that it's more noticeable when it's fully updated, but this occurs with the default ambient color too.

### After starting the project

![Screenshot_20230323_235903](https://user-images.githubusercontent.com/180032/227383301-8d4cafa7-902c-4630-a68d-5417540762ae.png)

### After pressing "Force Redraw"

![Screenshot_20230323_235907](https://user-images.githubusercontent.com/180032/227383299-4981d3e7-2427-4418-b957-c1a14320e9c2.png)

### After pressing "Force Redraw" a second time (notice how the frame counter suddenly jumped)

![Screenshot_20230323_235916](https://user-images.githubusercontent.com/180032/227383297-77159332-adc7-487e-a69f-c2fce57f47c9.png)

### Steps to reproduce

- Run the project.
- Notice how the reflection probe isn't visible yet.
- Press <kbd>F</kbd> to force the viewport to redraw. Repeat this several times.
- If you want to reproduce this in another project, enable the **Low Processor Mode** project setting and ensure there is nothing in the project that would cause it to redraw continuously (no animations, no camera movement).

### Minimal reproduction project

[test_reflection_probe_low_processor_mode.zip](https://github.com/godotengine/godot/files/11057120/test_reflection_probe_low_processor_mode.zip)
Repository: youtube-dl
Issue: Ceska televize (iVysilani) is broken again_pls check it out
Labels: broken-IE


## Checklist

- [x] I'm reporting a broken site support
- [x] I've verified that I'm running youtube-dl version **2023.03.04**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that all URLs and arguments with special characters are properly quoted or escaped
- [ ] I've searched the bugtracker for similar issues including closed ones

## Region

Czech Republic

## Verbose log

<!--
Provide the complete verbose output of youtube-dl that clearly demonstrates the problem.
Add the `-v` flag to your command line you run youtube-dl with (`youtube-dl -v <your command line>`), copy the WHOLE output and insert it below. It should look similar to this:
 [debug] System config: []
 [debug] User config: []
 [debug] Command-line args: [u'-v', u'http://www.youtube.com/watch?v=BaW_jenozKcj']
 [debug] Encodings: locale cp1251, fs mbcs, out cp866, pref cp1251
 [debug] youtube-dl version 2021.12.17
 [debug] Python version 2.7.11 - Windows-2003Server-5.2.3790-SP2
 [debug] exe versions: ffmpeg N-75573-g1d0487f, ffprobe N-75573-g1d0487f, rtmpdump 2.4
 [debug] Proxy map: {}
 <more lines>
-->

```
D:\CzTv-download>yt-dlp https://www.ceskatelevize.cz/porady/11781961862-barokni-srdce-evropy/217562263110001/
[CeskaTelevize] Extracting URL: https://www.ceskatelevize.cz/porady/11781961862-barokni-srdce-evropy/217562263110001/
[CeskaTelevize] 217562263110001: Downloading webpage
[CeskaTelevize] 217562263110001: Getting IFRAME hash
ERROR: [CeskaTelevize] 217562263110001: Unable to download webpage: HTTP Error 404: Not Found (caused by <HTTPError 404: 'Not Found'>); please report this issue on  https://github.com/yt-dlp/yt-dlp/issues?q= , filling out the appropriate issue template. Confirm you are on the latest version using  yt-dlp -U
```


## Description

Hello,
Ceska Televize updated their platform and the extractor is unable to fetch anything anymore. 
Pls update yt-dlp for this domain. thx a lot
Repository: pytorch
Issue: [DTensor] Add a unittest to cover default PG condition for DeviceMesh
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch

There is no UT to cover the default PG condition for DeviceMesh. The detail of the past breakages can be found in https://github.com/pytorch/pytorch/pull/97384. A UT is required to cover this case.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu
Repository: transformers
Issue: XVector Finetuning process - Whisper XVector
Labels: New model

### Model description

The idea is to apply XVector to Whisper and, In the process, generate documentation to Finetune or Adapt XVector (Maybe something similar to SetFit for Audio)  @vaibva

### Open source status

- [ ] The model implementation is available
- [ ] The model weights are available

### Provide useful links for the implementation

_No response_
Repository: vscode
Issue: Difference in hover sequence results between run-time and test-time
Labels: bug,editor-hover

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- VS Code Version: 1.76.2
- OS Version: Linux x64 5.19.0-35-generic snap

Steps to Reproduce:

1. Create an extension that registers a hover provider with selector `'*'`.  This should produce a `score` of 5 ranking the hover results at the bottom of the panel.
2. Run the extension and trigger the hover panel display in a file that has hover results from another extension, e.g. the buildin typescript extension. The results will be at the bottom, as expected.
3. Construct a test using `@vscode/test-electron` and execute `vscode.executeHoverProvider` built in command
4. Assert that the hover result sequence matches the sequence displayed in the UI - it does not and the test fails.

A reproduction repository has been created here https://github.com/dev-cycles/score-e2e-test-bug-replication with a minimal set of changes to the default 'first extension' template.

Since the sequence of hover results is important in my extension, I would like to add a regression test around this, but due to this bug, cannot.  It also prompts the question of if there are other differences in extension behaviour between the normal runtime and the `@vscode/test-electron` runtime.