sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: extract subtitles from faladascreations.com
Labels: site-support-request


## Description
I need to get subtitles from this site which uses videojs player but the subtitle file is hidden and can't be found anywhere in developer tools window.
Does anyone know any extractor or way that will extract captions from this player?
Sample URL:
https://faladascreations.com/wp-content/uploads/2022/01/SCK5SD.html
Repository: godot
Issue: Importer Plugin says invalid
Labels: bug,topic:editor,topic:plugin,needs testing,topic:import

### Godot version

Godot 4 Beta 3

### System information

Windows 10

### Issue description

I work on an importer plugin and i got two problems when the engine tries to import the resource type.

1. it says that a resource with a distinct UID doesn't exist. Problem is: the UID the engine shows is NOWWHERE to be found and since i cannot correct the broken relation
2. the engine states that the importer is invalid. Not for all files of this type but for some. I added some print statement to get to know where the importer breaks but it never reaches the _import function and i cannot get a clue where the importer is broken, since it works with other files that seem mostly similar.

Have you any tip how i can debug or fix this?

### Steps to reproduce

i think it is somethin in my project so hard to reproduces... 

### Minimal reproduction project

_No response_
Repository: go
Issue: x/tools/gopls: allow enabling gofumpt extra rules
Labels: NeedsDecision,FeatureRequest,gopls,Tools

### gopls version

master (8166dca1c) (latest release: v0.9.5)

### go env

N/A

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on go.dev/play is better.
A failing unit test is the best.
-->

Currently `gofumpt` can be enabled: https://go.googlesource.com/tools/+/refs/heads/master/gopls/doc/settings.md#gofumpt-bool

But extra rules cannot be used: [mvdan/gofumpt#extra-rules-behind--extra](https://github.com/mvdan/gofumpt#extra-rules-behind--extra)

### What did you expect to see?

An option to enable extra rules (e.g. `formatting.gofumptExtraRules` `bool`). Suggested implementation: golang/tools#410

### What did you see instead?

No option to enable extra rules.

### Editor and settings

```json
"gopls": { "formatting.gofumpt": true }
```

### Logs

N/A
Repository: pytorch
Issue: Add tests for ProcessGroup cpp extensions
Labels: oncall: distributed,triaged

### 🐛 Describe the bug

We have no test case covering for this tutorial (https://pytorch.org/tutorials/intermediate/process_group_cpp_extension_tutorial.html#customize-process-group-backends-using-cpp-extensions) to ensure that Process Group cpp extensions are supported. Creating this issue to track progress on this effort.

This ask is to prevent future regressions such as https://github.com/pytorch/pytorch/issues/87173

### Versions

main

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @kwen2501 @awgu
Repository: vscode
Issue: Unnecessary large screen update under Remote Desktop
Labels: bug,upstream,perf,under-discussion,chromium

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Does this issue occur when all extensions are disabled?: Yes/No

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- VS Code Version: 1.72.2
- OS Version: Windows 11, 22H2

We (Microsoft DevBox  service, https://azure.microsoft.com/en-us/products/dev-box) found this issue while performing test with Remote Desktop team. We found out for simple text edit scenarios, VSCode made larger screen update than necessary. This means Remote Desktop needs to encode and decode a much larger area than necessary, introducing additional input latency (the time betweeon one types a character and when one sees the UI update). 

The test scenario:

1. Create a new txt file with VSCode, and type some text such as "hello world". 
2. Set the cursor to the end of the line.
3. Press 'Enter'

When running this scenario under remote desktop with internal tooling to track screen update, we found when the 'Enter' key is pressed, VSCode made unnecessary large screen area update. With the attached screenshot, the update area is (left 421, top 108, right 2560, bottom 1381), about the size of the entire editor. Ideally only the area around the text and the scroll bar should be updated. 

Attach screenshot. I expect only the yellow rectangles are updated, but the entire editor was updated.

<img width="1280" alt="screenshot" src="https://user-images.githubusercontent.com/10888844/197627073-31f36a13-3649-415b-ba19-ebf2fd3e6633.png">

The tool to track UI update area is internal, and I can't post it here. Please contact me (xinyan @ microsoft.com) for tool's location and instruction. Thanks!
Repository: godot
Issue: Window size override breaks fullscreen when changing screens
Labels: bug,topic:core,topic:rendering

### Godot version

4.0 beta3

### System information

Windows 10 x64

### Issue description

When you start a project in fullscreen mode with window override set to smaller size, changing screens will apply override to your fullscreen window.

https://user-images.githubusercontent.com/2223172/197628138-d5edf185-0f68-4c0b-9726-00fbd84ed928.mp4



### Steps to reproduce

1. Set viewport width/height to some resolution
2. Set window width/height override to a *smaller value*
3. Set window mode to fullscreen
4. Run the project
5. Move the window to another screen (make sure you have more than 1 screen)

Example config below.

### Minimal reproduction project

[project.godot.txt](https://github.com/godotengine/godot/files/9855330/project.godot.txt)
Repository: stable-diffusion-webui
Issue: [Feature Request]: Seamless texture SD upscale
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

I wish to be able to use SD upscaling on seamless textures. Upscaling with the SD upscale script should maintain the original color and composition at the edges of the image when "Tiling" is ticked. 

### Proposed workflow

1. Upload a seamless texture to Sd upscale
2. Tick "tiling" field and generate
3. Results in an SD upscaled image that is still seamless at the edges (tileable)


### Additional information

I wish to omit arduous, repetitive processes like fixing seams from the process of texture creation.
Repository: storybook
Issue: [Feature Request]:
Labels: feature request,needs triage

### Is your feature request related to a problem? Please describe

In Storybooks documentation, the sample codes provided imports a Button component. However, the code for the Button component isn't provided.

This makes it difficult to understand the provided sample code as it lacks the necessary context to follow through.

Example Documentation: https://storybook.js.org/addons/@storybook/addon-interactions

![image](https://user-images.githubusercontent.com/44228513/197630290-9d7d4271-5729-4bf0-b931-596a41a18f8b.png)


### Describe the solution you'd like

Kindly include the code for the Button component.

### Describe alternatives you've considered

_No response_

### Are you able to assist to bring the feature to reality?

yes, I can

### Additional context

_No response_
Repository: create-react-app
Issue: install create react app
Labels: needs triage

Hello I want to install create react app but when I write npm init react-app my-app or the other possibilities, it said that npm, npx or yarn doesn't exist.

Any idea?
Repository: pytorch
Issue: `libtorch_cpu.so` is exposing some LLVM symbols
Labels: module: build,module: cpp-extensions,triaged

### 🐛 Describe the bug

#63272 had hidden LLVM symbols by making LLVM a `PRIVATE` dependency of `torch_cpu` in `caffe2/CMakeLists.txt`, but `libtorch_cpu.so` is still exposing some LLVM symbols.

```shell
nm -D ./build/lib/libtorch_cpu.so | grep llvm
000000000ca82122 B FLAGS_torch_jit_llvm_use_fast_intrinsics
0000000009fe4650 T llvm_orc_deregisterEHFrameSectionWrapper
0000000009fe4720 T llvm_orc_registerEHFrameSectionWrapper
000000000a048800 T llvm_regcomp
000000000a049120 T llvm_regerror
000000000a04bba0 T llvm_regexec
000000000a04cfb0 T llvm_regfree
000000000a04d030 T llvm_strlcpy
```

This issue doesn't affect PyTorch directly but can affect a [PyTorch C++ extension](https://pytorch.org/tutorials/advanced/cpp_extension.html) if it links to another library that also links to LLVM.
Even in that case, workarounds can be used, so it's probably not a high priority issue at this point. Thanks!

### Versions

Master branch


cc @malfet @seemethere @zou3519 @ZhennanQin
Repository: godot
Issue: Android fails to read any json files
Labels: bug,topic:core

### Godot version

4.0.dev

### System information

Windows 11

### Issue description
Godot Version: Godot 4 Beta-3
When doing the following to read a JSON file it all works within the editor and PC but when exported to Android it fails to read the JSON files. I imported everything from the JSON into the dictionary that it's supposed to import the information into and the code works completely fine. I have already gone to the Export presets, set it to export all resources, and put "*.json" in the filters.
```
var mine_buildings := {}
var mines_file := FileAccess.open("res://resources/buildables/mines.json", FileAccess.READ)`
var mines_json = JSON.parse_string(mines_file.get_as_text())
	for mine in mines_json:
		var data = {}
		data.id = int(mine.id)
		data.output = int(mine.output)
		data.cost = int(mine.cost)
		data.color = mine.color
		data.name = mine.name
		Data.mine_buildings[data.id] = data
```
Left is the code working fine right is my android phone displaying a zero meaning the JSON could not be read.
![image](https://user-images.githubusercontent.com/62671778/197638127-abc5cacb-a38e-4094-9a24-01c38f53eee1.png)


### Steps to reproduce

1. Create a mini system to read the JSON file like show in the code above.
2. Then just have a Label text and set it to show the length of the new dictionary "mine_buildings".
3. When exporting to Android it will show no length of the list but 0.
4. when running on the editor it works fine with no issues what so ever.
Or just use the zip below and it will show the issue just run on both pc and android

### Minimal reproduction project

[Temp.zip](https://github.com/godotengine/godot/files/9855630/Temp.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]:  Extract frames from Video & Combine frames into a video & Add input video and target video to Batch processing tabs
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

A lot of time spent in this web-ui is spent working with frames from a video

For example:
1. Upscaling all frames in a video
2. Creating a video file using one of the extra scripts, e.g. the deforum script or the Animator script
3. Running each frame in a video through img2img

There are two main pain points that require manual work outside of this web-ui because they cannot be performed using it:

1. Extracting frames from a video (mp4) so that the batch functions in the webui can work
2. Combining frames into a final video.  This need to be done after processing individual PNG frames using img2img or upscaling from the Extras tab.

I usually use Adobe Premiere to perform these two actions.  This is inconvenient as it takes some time and requires me to remote desktop into the main Windows PC. 

New features:

1. Provide the function to extract PNG frames from a source mp4 video
2. Provide the function to combine PNG frames into a target video
3. In the img2img section in the "Batch img2img" tab **and** in the "Batch from Directory" tab in the "Extras" tab, allow an input video to be optionally chosen and optionally a target video to be chosen. So there could be three ways of using the Batch processing tabs:
- Allow a source folder with images and a target video file
- Allow a source video and a target folder for output files
- Allow a source folder with images and a target folder with images (the existing way)

These features would make it a lot easier to use the powerful frame processing features in this webui 

### Proposed workflow

Three workflows for each feature:

1. Extract frames from a video

This could be done within a new tab labelled "Tools"
a. Go to "Tools" tab
b.  Go to the section "Extract frames from video" and browse to select a file or enter the location of the mp4 video file on the local machine
c.  Enter the output folder for the frames
c. Click "Extract" button, which would extract the PNGs into the output folder

2. Combine frames into a video

a. Go to "Tools" tab
b. Go to the section "Extract frames from video" and browse to select a file or type the location of the mp4 video file on the local machine
c.  Enter destination filename into text box
c. Click "Combine" button

3. Allow input video and target video in Batch processing videos.  See workflow above

### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: "Batch img2img" ignore "variation seed" on Extra (but, simple "img2img" adopts "variation seed"
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

"img2img" adopts "variation seed"
but, "Batch img2img" ignore "variation seed" 


### Steps to reproduce the problem

set "variation seed"=-1 on Extra tab in img2img's setting

### What should have happened?

"img2img" adopts "variation seed"
but, "Batch img2img" ignore "variation seed" 

### Commit where the problem happens

No response

### What platforms do you use to access UI ?

Other/Cloud

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

_No response_

### Additional information, context and logs

In simple "img2img", if you check Extra and set Variation seed to "-1",
Each time the same input image is processed, there are subtle differences in the output image.

However, in "Batch img2img", even if the Extra check is turned on and the Variation seed is set to "-1",
Every time I process the same input image, the output image is the same.


Why is there such a difference between simple "img2img" and "Batch img2img"? Is this the specification?


After trial and error by myself, in img2img.py
>def process_batch(p, input_dir, output_dir, args):
>    processing.fix_seed(p)

comment out "processing.fix_seed(p)",

>def process_batch(p, input_dir, output_dir, args):
>    #processing.fix_seed(p)


Then, even in "Batch img2img", we were able to confirm the behavior as if the Variation seed was set to "-1".
(However, this change may have unintended side effects.)

Translated by Google. Thank you for reading my poor English.
Repository: go
Issue: proposal: text/template/parse: traversal utility 
Labels: Proposal

When using the package `text/template/parse` to analyze a template `ParseTree`, it is common to want to visit all `Node`s in a tree, even when they are nested in other nodes. 

I've implemented a `Traverse` function that works recursively from a tree root:

```go
package traverse

import (
	"text/template/parse"
)

func Traverse(cur parse.Node, visitor func(parse.Node)) {
	switch node := cur.(type) {
	case *parse.ActionNode:
		if node.Pipe != nil {
			Traverse(node.Pipe, visitor)
		}
	case *parse.BoolNode:
	case *parse.BranchNode:
		if node.Pipe != nil {
			Traverse(node.Pipe, visitor)
		}
		if node.List != nil {
			Traverse(node.List, visitor)
		}
		if node.ElseList != nil {
			Traverse(node.ElseList, visitor)
		}
	case *parse.BreakNode:
	case *parse.ChainNode:
	case *parse.CommandNode:
		if node.Args != nil {
			for _, arg := range node.Args {
				Traverse(arg, visitor)
			}
		}
	case *parse.CommentNode:
	case *parse.ContinueNode:
	case *parse.DotNode:
	case *parse.FieldNode:
	case *parse.IdentifierNode:
	case *parse.IfNode:
		Traverse(&node.BranchNode, visitor)
	case *parse.ListNode:
		if node.Nodes != nil {
			for _, child := range node.Nodes {
				Traverse(child, visitor)
			}
		}
	case *parse.NilNode:
	case *parse.NumberNode:
	case *parse.PipeNode:
		if node.Cmds != nil {
			for _, cmd := range node.Cmds {
				Traverse(cmd, visitor)
			}
		}
		if node.Decl != nil {
			for _, decl := range node.Decl {
				Traverse(decl, visitor)
			}
		}
	case *parse.RangeNode:
		Traverse(&node.BranchNode, visitor)
	case *parse.StringNode:
	case *parse.TemplateNode:
		if node.Pipe != nil {
			Traverse(node.Pipe, visitor)
		}
	case *parse.TextNode:
	case *parse.VariableNode:
	case *parse.WithNode:
		Traverse(&node.BranchNode, visitor)
	}
	visitor(cur)
}
```

Is this something that could be added to `text/template/parse` as a utility function? I believe that  a cleaned up version of this or something similar to the `ast.Walk` interface could increase the utility of the parse package and open the door for static analysis tooling around go templates.
Repository: flutter
Issue: Flutter build IPA with --export-options-plist not working
Labels: platform-ios,tool,a: build,a: release,P3,team-ios,triaged-ios

I have a white-label app that needs to be built from the command line. I am using "flutter build IPA" with an export options list to specify code signing specifics. It appears that the values are not getting passed to xcodebuild and the build fails because it doesn't find the provisioning profile.

```
error: No profiles for 'com.foundationtennis.app' were found: Xcode couldn't find any iOS App Development provisioning profiles matching 'com.foundationtennis.app'. Automatic signing is disabled and unable to generate a profile. To enable automatic signing, pass -allowProvisioningUpdates to xcodebuild. (in target 'Runner' from project 'Runner')
```

NOTE: if I open the XCode workspace and manually set the signing capabilities, flutter build IP works fine.

## Steps to Reproduce

1. Create ExportOptions.plist file like this:
```
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
  <dict>
    <key>generateAppStoreInformation</key>
    <false/>
    <key>method</key>
    <string>app-store</string>
    <key>provisioningProfiles</key>
    <dict>
      <key>com.foundationtennis.app</key>
      <string>a38ecde3-53bc-4910-8068-604b01665598</string>
    </dict>
    <key>signingCertificate</key>
    <string>Apple Distribution</string>
    <key>signingStyle</key>
    <string>manual</string>
    <key>stripSwiftSymbols</key>
    <true/>
    <key>teamID</key>
    <string>844NRE74R7</string>
    <key>uploadBitcode</key>
    <false/>
    <key>uploadSymbols</key>
    <true/>
  </dict>
</plist>
```
2. Run flutter build IPA like so:

```
flutter build ios --release --verbose --export-options-plist=/Users/george/Develop/flutter_builds/foundation_tennis_v4/ios/ExportOptions.plist
```
3. See the output from the previous command below

## Logs

see attached for verbose output

</details>

[flutterbuildipa.log](https://github.com/flutter/flutter/files/9856148/flutterbuildipa.log)
Repository: pytorch
Issue: INTERNAL ASSERT FAILED !(has_different_input_dtypes && !config.promote_inputs_to_common_dtype_ && (has_undefined_outputs || config.enforce_safe_casting_to_output_ || config.cast_common_dtype_to_outputs_))
Labels: needs reproduction,triaged,module: TensorIterator

### 🐛 Describe the bug

RuntimeError: !(has_different_input_dtypes && !config.promote_inputs_to_common_dtype_ && (has_undefined_outputs || config.enforce_safe_casting_to_output_ || config.cast_common_dtype_to_outputs_)) INTERNAL ASSERT FAILED

```
import torch

input_tensor = torch.rand(10, 10)
grad_tensor = torch.rand(10, 10)
index_tensor = torch.randint(low=0, high=10, size=(10,))

input_tensor.addcdiv(1, grad_tensor, index_tensor)

print(input_tensor)
```
```
RuntimeError: !(has_different_input_dtypes && !config.promote_inputs_to_common_dtype_ && (has_undefined_outputs || config.enforce_safe_casting_to_output_ || config.cast_common_dtype_to_outputs_)) INTERNAL ASSERT FAILED at "/opt/conda/conda-bld/pytorch_1659484806139/work/aten/src/ATen/TensorIterator.cpp":405, please report a bug to PyTorch. 
```

### Versions

PyTorch 1.12.1
Repository: vscode
Issue: Expand state is kept even after switching setting
Labels: under-discussion,outline

Testing #164475

- open a file with outline. Observe outline is expanded
- change the setting to `alwaysCollpase`
- open another file => Observe outline is collpased
- go back to the first file => outline is still fully expanded
- close the file and reopen it => outline is still fully expanded. At least now I would expect the outline to be fully collapsed.

A reload make the outline being collpased.
Repository: ant-design
Issue: Can not get the child node ref in the useEffect when the tab is visible at the first time
Labels: Inactive

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/gallant-smoke-ryk7mr?file=/index.js)

### Steps to reproduce

click Tab 2

### What is expected?

console shows ```tab 2 ref <div>Content of Tab Pane 2</div>```

### What is actually happening?

```tab 2 ref null```

| Environment | Info |
| --- | --- |
| antd | 4.23.6 |
| React | 17.0.2 |
| System | macOS Monterey |
| Browser | Chrome 106 |

---
it works fine at antd@4.21.6.
maybe it is caused by the rc-tabs using rc-motion which delays child node mounting after active changed

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: vscode
Issue: Navigating back from debug quick pick is not going to CC
Labels: bug,command-center

Testing #164442

- Open CC
- Go to `More`
- Select `debug`
- Clear the text in CC

🐛 CC is not shown, instead File Open Picker is shown