sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: flag to export all commands/flags/options as json for use with library bindings
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'm running yt-dlp version **2023.07.06** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [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

I'm looking at potential options for creating a binding library for Go, though others may also be interested in this for other languages that don't easily have direct bindings to Python. Ideally, the library would cover:

* Auto-generated wrapper around an installed version of the yt-dlp cli (user provides yt-dlp, similar to how many projects wrap ffmpeg)
   * Potential version constraint checking to ensure drift isn't an issue
* Maps groups -> types, flags -> struct fields with proper type mappings
* Simplifies the resulting output (where possible) (could see https://github.com/yt-dlp/yt-dlp/issues/1659 also being super helpful, or any other kind of structured output)

The ideal scenario is to simply get access to the optparse info after flag parsing. I've setup some code with a local fork of yt-dlp, which extracts the option data as JSON from yt-dlp, with a hidden `--export-options` flag. That JSON data can then be used to generate a binding library that handles all of the above scenarios automatically and can also easily be kept updated/in parity.

An example of what this JSON would output: https://cdn.liam.sh/share/2023/08/yt-dlp-example-export.json

Can submit a PR if y'all think this is a useful enough feature -- would definitely help with using yt-dlp in a more programmatic way.

### 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

```shell
n/a
```
Repository: Web-Dev-For-Beginners
Issue: Cursos 
Labels: no-issue-activity

**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

**Describe the solution you'd like**
A clear and concise description of what you want to happen.

**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: ant-design
Issue: Image's srcSet mistakenly transmitted to preview img element
Labels: Inactive

![image](https://github.com/ant-design/ant-design/assets/7424691/b676f347-ef70-48d7-85c2-945045d2e518)

### Reproduction link

[https://codepen.io/skycrazyk/pen/gOZaLoa?editors=0010](https://codepen.io/skycrazyk/pen/gOZaLoa?editors=0010)

### Steps to reproduce

Click on Image component

### What is expected?

Showing preview image (preview.src field) 500x500

### What is actually happening?

Showing srcSet image (srcSet field) 100x100

| Environment | Info |
| --- | --- |
| antd | 5.8.4 |
| React | 18.x |
| System | macOS |
| Browser | Google chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: PowerToys
Issue: Powertoys Run: allow use of symlinks
Labels: Issue-Bug,Product-PowerToys Run,Needs-Triage,Run-Plugin

### Microsoft PowerToys version

0.72.0

### Installation method

WinGet

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

```
cd "%APPDATA%\Microsoft\Windows\Start Menu\"
mklink /D SomeDirWithExeOrLnk ..\..\..\..\..\OneDrive\SomeDirWithExeOrLnk\
mklink /J OtherDirWithExeOrLnk %OneDriveConsumer%\OtherDirWithExeOrLnk 
```
start PT Run and try e.g. run exe which is in symlink-ed dir.


### ✔️ Expected Behavior

Allow use of symlinks.

```
diff --git a/src/modules/launcher/Plugins/Microsoft.Plugin.Program/Programs/Win32Program.cs b/src/modules/launcher/Plugins/Microsoft.Plugin.Program/Programs/Win32Program.cs
index 9f22fd0..64c1d04 100644
--- a/src/modules/launcher/Plugins/Microsoft.Plugin.Program/Programs/Win32Program.cs
+++ b/src/modules/launcher/Plugins/Microsoft.Plugin.Program/Programs/Win32Program.cs
@@ -736,11 +736,23 @@ namespace Microsoft.Plugin.Program.Programs
                     {
                         // https://learn.microsoft.com/dotnet/api/system.io.enumerationoptions?view=net-6.0
                         // Exclude directories with the Reparse Point file attribute, to avoid loops due to symbolic links / directory junction / mount points.
-                        AttributesToSkip = FileAttributes.Hidden | FileAttributes.System | FileAttributes.ReparsePoint,
+                        AttributesToSkip = FileAttributes.Hidden | FileAttributes.System, // | FileAttributes.ReparsePoint,
                         RecurseSubdirectories = false,
                     }))
                     {
-                        folderQueue.Enqueue(childDirectory);
+                        var attrs = File.GetAttributes(childDirectory);
+                        if (attrs.HasFlag(FileAttributes.ReparsePoint))
+                        {
+                            var fsi = System.IO.Directory.ResolveLinkTarget(childDirectory, true);
+                            if (fsi is DirectoryInfo di)
+                            {
+                                folderQueue.Enqueue(di.FullName);
+                            }
+                        }
+                        else
+                        {
+                            folderQueue.Enqueue(directory);
+                        }
                     }
                 }
                 catch (Exception e) when (e is SecurityException || e is UnauthorizedAccessException)
```

### ❌ Actual Behavior

When looking for programs symlinks are ignored. 
[Win32Program.cs#L739](https://github.com/microsoft/PowerToys/blob/main/src/modules/launcher/Plugins/Microsoft.Plugin.Program/Programs/Win32Program.cs#L739)

### Other Software

_No response_
Repository: Web-Dev-For-Beginners
Issue: Curso 
Labels: no-issue-activity

**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

**Describe the solution you'd like**
A clear and concise description of what you want to happen.

**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.

**Additional context**
Add any other context or screenshots about the feature request here.
Repository: rust
Issue: CFI: core and std have explict CFI violations
Labels: C-enhancement,A-sanitizers,requires-nightly,T-libs,PG-exploit-mitigations

Even though the user can now rebuild both `core` and `std` with CFI enabled (see #90546) using Cargo [build-std feature](https://doc.rust-lang.org/cargo/reference/unstable.html#build-std) (which is recommended), both have explicit CFI violations that prevent the compiled program from functioning with CFI enabled.

So far, I've identified three CFI violations:

1. `std::sys::unix:thread_local_dtor::register_dtor` weakly links `__cxa_thread_atexit_impl` and and the Rust compiler currently omits weakly function definitions and its metadata from LLVM IR.
2. ` core::fmt::rt::Argument` transmuting `formatter` in `new` and indirectly branching to/calling it in `fmt`.
3. Rust's "try catch" construct (i.e., `std::panicking::r#try`) use of `FnOnce` explicitly violating CFI .
4. `std::sys::unix::weak::syscall` macro weakly links functions and the Rust compiler currently omits weakly function definitions and its metadata from LLVM IR.

I'm not sure if those are all CFI violations, but all core and std tests pass after disabling CFI in those locations with the `no_sanitize` attribute.
Repository: pytorch
Issue: DISABLED test_conv_weight_layout_convert_cuda (__main__.FreezingCudaTests)
Labels: module: rocm,triaged,module: flaky-tests,skipped,module: inductor

Platforms: rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_conv_weight_layout_convert_cuda) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/16195333580).

Over the past 72 hours, it has flakily failed in 6 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_conv_weight_layout_convert_cuda`


Test file path: `inductor/test_inductor_freezing.py`

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @ngimel @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov
Repository: godot
Issue: @export PackedScene scene corruption
Labels: bug,discussion,topic:core,confirmed

### Godot version

v4.1.1.stable.arch_linux

### System information

Godot v4.1.1.stable unknown - EndeavourOS #1 SMP PREEMPT_DYNAMIC Wed, 19 Jul 2023 19:19:38 +0000 - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 535.86.05) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

When you have an attached script that does `@export var other_scene: PackedScene` and you use this script on at least two scenes, then you set the PackedScene for each, in the editor, to point to each other (so it would make a circular reference kind-of), one of them will be null on runtime, and if you save it like this and reload the project, the scenes will become corrupted.

### Steps to reproduce

1. Set up a scene with a Node2D as root.
2. Add a Timer that is set to autostart.
3. Attach a script to the root Node2D and fill the contents with:
```
extends Node2D

@export var other_scene: PackedScene = null

func _ready():
	print("scene _ready()")
	if other_scene:
		$Timer.start()
	else:
		print("other_scene was null")


func _on_timer_timeout():
	get_tree().change_scene_to_packed(other_scene)
```
4. Connect the timeout signal of the Timer to the _on_timer_timeout() function.
5. Duplicate this scene and save it as something else.
6. Edit root node's exported PackedScene property to reference the duplicated scene.
7. Edit the duplicated scene and also edit it's root node to reference the original scene.
8. Run and watch as it loads the duplicated scene, but prints 
```
scene _ready()
scene _ready()
other_scene was null
```
after the duplicated scene is loaded.

### Minimal reproduction project

This is the project just before completing Step 7. Completing Step 7 will cause the scenes to become corrupted and you can no longer open the scenes, so you must do Step 7 to see the bug.
[ExportPackedSceneBug.zip](https://github.com/godotengine/godot/files/12435385/ExportPackedSceneBug.zip)
Repository: flutter
Issue: Use a single property to refer to tests in build tests and global tests.
Labels: team-infra,P3,triaged-infra

It is confusing that builds running inside tests are using the "tests" properties while global tests are using "tasks".
Repository: node
Issue: URL does not match the web; does not allow changing protocol from `about:`
Labels: whatwg-url

### Version

20.5.1

### Platform

Darwin NAME.local 20.6.0 Darwin Kernel Version 20.6.0: Sun Nov  6 23:17:00 PST 2022; root:xnu-7195.141.46~1/RELEASE_X86_64 x86_64

### Subsystem

URL

### What steps will reproduce the bug?

Run `Object.assign(new URL('about:blank'), { protocol: 'http' }).protocol === 'http:'` in the REPL.

### How often does it reproduce? Is there a required condition?

Always.

### What is the expected behavior? Why is that the expected behavior?

`true`. It's expected because every browser does it, and because it works fine if the initial URL is an http/https one.

### What do you see instead?

`false`

### Additional information

_No response_
Repository: excalidraw
Issue: [Feature request] Add a keyboard shortcut for 'Save to' option.
Labels: enhancement

Would be better to have a keyboard shortcut to open the 'save to' pop up.
Repository: flutter
Issue: the scenarios app used by ios simulator test should be build for x64 and arm64
Labels: team,P2,team-engine,triaged-engine

Building the application for a single architecture forces us to pin the architecture for the bot building the app and the bot running the running the tests. It would be more efficient in. terms of resource usage if the builds/test can run on any mac machine available.
Repository: flutter
Issue: `flutter test --platform=chrome --coverage` not update the `lcov.info` file
Labels: a: tests,tool,platform-web,has reproducible steps,P3,team-tool,triaged-tool,found in release: 3.13,found in release: 3.14

If you run some tests on a package that supports both VM and web targets, and try to run `flutter test --platform=chrome --coverage`, it does not update the `lcov.info` file. It should perform coverage tracking and report it, or, at the very least, complain that it doesn't support coverage tracking for web.
Repository: godot
Issue: SubViewport/Camera2D in a plugin incorrectly uses project viewport width/height settings instead of SubViewport
Labels: bug,topic:core

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Ubuntu 23.04 23.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (nvidia; 535.86.05) - AMD Ryzen 5 4600G with Radeon Graphics (12 Threads)

### Issue description

A `SubViewport/Camera2D` setup uses project viewport width/height settings instead of the `SubViewport` size which leads to incorrect stretching and positioning of elements in a `SubViewportContainer` or `TextureRect` using a `ViewportTexture` set to the given `SubViewport`.

### Steps to reproduce

1. Open the given minimal reproduction project.
2. Go to _Project Settings... > Plugins_ and **enable** the `dbg` plugin. See the `SubViewportContainer` appearing with `size = 300 * Vector2.ONE` which is the size of the `SubViewportContainer`.
3. Go to _Project Settings... > Plugins_ and **disable** the `dbg` plugin.
4. Go to _Project Settings... > General > Display > Window_ and set _Viewport Width = 200_ & _Viewport Height = 200_  for example.
5. Go to _Project Settings... > Plugins_ and **enable** the `dbg` plugin. See how the `Camera2D` streches using the _Viewport Width_ & _Viewport Height_ sizes instead of the `SubViewport` size.

### Minimal reproduction project

[godot-dbg.zip](https://github.com/godotengine/godot/files/12436120/godot-dbg.zip)
Repository: vscode
Issue: [css] Support "speak" property
Labels: feature-request,css-less-scss

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->

VS Code version: 
1.81.1

OS version:
macOS Ventura 13.4.1

Steps to reproduce:
1. Use `speak` attribute within `scss` files

Warning message:
`Unknown property: "speak" scss(unknownProperties)`

![Screenshot 2023-08-25 at 2 22 48 AM](https://github.com/microsoft/vscode/assets/142642819/7837f71b-eb6b-4160-a386-b2b4e912ae69)

Duplicate issues (closed):
https://github.com/microsoft/vscode/issues/43022
https://github.com/microsoft/vscode/issues/61719

Resources:
https://www.w3.org/TR/css-speech-1/#speaking-props-speak
https://github.com/stylelint/stylelint/issues/3285#issuecomment-385459809
https://github.com/mdn/data/issues/218
https://github.com/Microsoft/vscode-css-languageservice/blob/master/src/data/browsers.ts
https://github.com/mdn/data/blob/master/css/properties.json

Does this issue occur when all extensions are disabled?
Yes

I realize that the specification was abandoned at one point (2018), but it appears to have been revived as of February this year. It is currently in draft, and so I'm just capturing all of this so that it doesn't get overlooked. Appears that only Chrome supports `speak` at the moment, and Safari supports `speak-as`. Firefox hasn't jumped into the game yet.
Repository: material-ui
Issue: [question] How could i ask the browser, if it supports all the mui features.
Labels: support: question


Edge | Firefox | Chrome | Safari (macOS) | Safari (iOS) | IE
-- | -- | -- | -- | -- | --
>= 91 | >= 78 | >= 90 | >= 14 | >= 12.5 | 11 (partial support)

So these are the browser versions MUI support. How can i figure out if its compatible. I know there is UserAgent but its not always 100%. I found a function also that checks if its an integrated browser (so lets say its in instagrams browser), but i need a better detection. How could i do it?
Repository: pytorch
Issue: DISABLED test_redundant_clone_for_layout_convert_cuda (__main__.FreezingCudaTests)
Labels: module: rocm,triaged,module: flaky-tests,skipped,module: inductor

Platforms: rocm

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/failure/test_redundant_clone_for_layout_convert_cuda) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/16199575184).

Over the past 72 hours, it has flakily failed in 6 workflow(s).

**Debugging instructions (after clicking on the recent samples link):**
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Grep for `test_redundant_clone_for_layout_convert_cuda`


Test file path: `inductor/test_inductor_freezing.py`

cc @jeffdaily @sunway513 @jithunnair-amd @pruthvistony @ROCmSupport @dllehr-amd @jataylo @hongxiayang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @Xia-Weiwen @wenzhe-nrv @jiayisunx @peterbell10 @ipiszy @ngimel @yf225 @chenyang78 @kadeng @muchulee8 @aakhundov
Repository: godot
Issue: Creating two mutually recursive dictionaries freezes Godot and spams console with endless errors.
Labels: bug,discussion,topic:core

### Godot version

v4.2.dev3.official.013e8e3af

### System information

Windows 10.0.19045 - GLES3 (Compatibility)

### Issue description

Running the following code freezes a Godot project and causes the error:
```PHP
ERROR: Max recursion reached
   at: recursive_hash (core/variant/dictionary.cpp:267)
```
To start printing infinitely many times into the console:
```gdscript
func _ready():
	var test1 = {}
	var test2 = {}
	test1[test2] = test2
	test2[test1] = test1
```


### Steps to reproduce

Run the code:
```gdscript
func _ready():
	var test1 = {}
	var test2 = {}
	test1[test2] = test2
	test2[test1] = test1
```

### Minimal reproduction project

```gdscript
func _ready():
	var test1 = {}
	var test2 = {}
	test1[test2] = test2
	test2[test1] = test1
```
Repository: godot
Issue: Vulkan: Sampling Depth Texture on Forward Mobile with MSAA is corrupted 
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.1.stable

### System information

Windows 10, Vulkan, NVidia GTX 1060 Driver Version 536.23

### Issue description

On Forward Mobile having a Shader Material which samples the Depth Texture and having MSAA X2, X4, X8 enabled, causes the Depth Textures sampled data to be corrupted. Most likely its missing an MSAA Resolve before being bound.

**Mobile:**
![Depth Readback Mobile](https://github.com/godotengine/godot/assets/112617916/01c742fb-1876-45ce-8cba-f4551d69014b)

**Forward+**
![Depth Readback Forward+](https://github.com/godotengine/godot/assets/112617916/2bcd0495-ab7d-4acf-9478-2a4001ad7677)


### Steps to reproduce

- New 3D Project
- Set Renderer to Mobile
- Set 3D Anti-Aliasing in project settings to MSAA X2
- Create a MeshInstance3D
- Create a Shader Material which samples the Depth Texture
- See Depth Values are not what you'd expect

### Minimal reproduction project

[Depth Readback Repo.zip](https://github.com/godotengine/godot/files/12438345/Depth.Readback.Repo.zip)
Repository: node
Issue: node_http_parser.cc:1096:static void node::{anonymous}::ConnectionsList::Expired with NodeJS v18.17.0
Labels: confirmed-bug,http

### Version

18.17.0

### Platform

Linux xxxxxx 4.18.0-477.15.1.el8_8.x86_64 #1 SMP Fri Jun 2 08:27:19 EDT 2023 x86_64 x86_64 x86_64 GNU/Linux

### Subsystem

_No response_

### What steps will reproduce the bug?

Upgraded the Node JS to v18.17.0, created docker image for node application.
Deployed the image, server getting stared and DB connection established. 
after 2-3 seconds, below error thrown and pod goes to CrashLoopBackOff status continously./

Error:
node[1]: ../src/node_http_parser.cc:1096:static void node::{anonymous}::ConnectionsList::Expired(const v8::FunctionCallbackInfo<v8::Value>&): Assertion `args[0]->IsNumber()' failed.
 1: 0xb83f50 node::Abort() [node]
 2: 0xb83fce  [node]
 3: 0xba415a  [node]
 4: 0xdc28b0  [node]
 5: 0xdc3def v8::internal::Builtin_HandleApiCall(int, unsigned long*, v8::internal::Isolate*) [node]
 6: 0x17036b9  [node]

### How often does it reproduce? Is there a required condition?

_No response_

### What is the expected behavior? Why is that the expected behavior?

Node application pod should be running without any crashing.

### What do you see instead?

Below error:
Error:
node[1]: ../src/node_http_parser.cc:1096:static void node::{anonymous}::ConnectionsList::Expired(const v8::FunctionCallbackInfo<v8::Value>&): Assertion `args[0]->IsNumber()' failed.
 1: 0xb83f50 node::Abort() [node]
 2: 0xb83fce  [node]
 3: 0xba415a  [node]
 4: 0xdc28b0  [node]
 5: 0xdc3def v8::internal::Builtin_HandleApiCall(int, unsigned long*, v8::internal::Isolate*) [node]
 6: 0x17036b9  [node]

### Additional information

_No response_
Repository: next.js
Issue: Can't use another property in `history.state`
Labels: bug

### 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 22.5.0: Mon Apr 24 20:52:24 PDT 2023; root:xnu-8796.121.2~5/RELEASE_ARM64_T6000
    Binaries:
      Node: 20.5.0
      npm: 9.8.0
      Yarn: 1.22.19
      pnpm: 8.6.12
    Relevant Packages:
      next: 13.4.13
      eslint-config-next: 11.0.1
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.1.6
    Next.js Config:
      output: N/A
```


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

App Router

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/khsiea/reproduction-app

### To Reproduce

After clicking the `Next.js page` button and returning, the previously set history state becomes `undefined`.

### Describe the Bug

The history state that was stored in previous page become `undefined` when navigating backward. The reason is `HistoryUpdater` component. The component overwrite the history state.

https://github.com/vercel/next.js/blob/4d6febf426340db44a80552766aa1944fd3c411e/packages/next/src/client/components/app-router.tsx#L110-L132

### Expected Behavior

I want to use another history state value.

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

_No response_

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

_No response_