sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: yt-dlp
Issue: [usatoday] Broken and always returns "No video on page"
Labels: site-bug

### Checklist

- [X] I'm reporting a broken site
- [X] I've verified that I'm running yt-dlp version **2021.12.27**. ([update instructions](https://github.com/yt-dlp/yt-dlp#update))
- [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](https://github.com/ytdl-org/youtube-dl#video-url-contains-an-ampersand-and-im-getting-some-strange-output-1-2839-or-v-is-not-recognized-as-an-internal-or-external-command)
- [X] I've searched 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)
- [X] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

Any

### Description

all USAtoday links come up with ERROR: [USAToday] 4331046002: no video on the webpage
which is not true.

Test links:
https://www.usatoday.com/videos/news/2019/11/29/london-bridge-cleared-after-stabbing-incident/4331046002/
https://www.usatoday.com/videos/news/nation/2022/01/19/police-save-woman-bronx-home-after-explosion/6575997001/

### Verbose log

```shell
yt-dlp -v -F "https://www.usatoday.com/videos/news/2019/11/29/london-bridge-cleared-after-stabbing-incident/4331046002/"
[debug] Command-line config: ['-v', '-F', 'https://www.usatoday.com/videos/news/2019/11/29/london-bridge-cleared-after-stabbing-incident/4331046002/']
[debug] Encodings: locale UTF-8, fs utf-8, out utf-8, err utf-8, pref UTF-8
[debug] yt-dlp version 2021.12.27 [6223f67a8] (zip)
[debug] Plugins: ['SamplePluginIE', 'SamplePluginPP']
[debug] Python version 3.9.10 (CPython 64bit) - macOS-11.6.2-arm64-arm-64bit
[debug] exe versions: none
[debug] Optional libraries: sqlite
[debug] Proxy map: {}
[debug] [USAToday] Extracting URL: https://www.usatoday.com/videos/news/2019/11/29/london-bridge-cleared-after-stabbing-incident/4331046002/
[USAToday] 4331046002: Downloading webpage
ERROR: [USAToday] 4331046002: no video on the webpage
  File "/Users/sy/Downloads/vydlPT-DrB/yt-dlp/yt-dlp/yt_dlp/extractor/common.py", line 610, in extract
    ie_result = self._real_extract(url)
  File "/Users/sy/Downloads/vydlPT-DrB/yt-dlp/yt-dlp/yt_dlp/extractor/usatoday.py", line 50, in _real_extract
    raise ExtractorError('no video on the webpage', expected=True)
```
Repository: flutter
Issue: [Android] Release build failure Build failed with an exception
Labels: platform-android,tool,t: gradle,a: release,P2,team-android,triaged-android


```
FAILURE: Build failed with an exception.

* Where:
Script '/Users/sudhirarora/downloads/flutter/packages/flutter_tools/gradle/flutter.gradle' line: 1070

* What went wrong:
Execution failed for task ':app:compileFlutterBuildRelease'.
> Process 'command '/Users/sudhirarora/downloads/flutter/bin/flutter'' finished with non-zero exit value 1

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

* Get more help at https://help.gradle.org

Deprecated Gradle features were used in this build, making it incompatible with Gradle 7.0.
Use '--warning-mode all' to show the individual deprecation warnings.
See https://docs.gradle.org/6.7/userguide/command_line_interface.html#sec:command_line_warnings

BUILD FAILED in 31s
```



FLUTTER DOCTOR
```
sudhirarora@Sudhirs-MacBook-Air AllenCareGit % flutter doctor           
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 2.8.1, on macOS 11.5.1 20G80 darwin-arm, locale en-IN)
[✓] Android toolchain - develop for Android devices (Android SDK version 32.0.0)
[✓] Xcode - develop for iOS and macOS (Xcode 13.0)
[✓] Chrome - develop for the web
[✓] Android Studio (version 4.1)
[✓] Connected device (3 available)
```

flutter doctor -v
```
[✓] Flutter (Channel stable, 2.8.1, on macOS 11.5.1 20G80 darwin-arm, locale en-IN)
    • Flutter version 2.8.1 at /Users/sudhirarora/downloads/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 77d935af4d (5 weeks ago), 2021-12-16 08:37:33 -0800
    • Engine revision 890a5fca2e
    • Dart version 2.15.1

[✓] Android toolchain - develop for Android devices (Android SDK version 32.0.0)
    • Android SDK at /Users/sudhirarora/Library/Android/sdk
    • Platform android-32, build-tools 32.0.0
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 13.0)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • CocoaPods version 1.10.1

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 4.1)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
```
Repository: godot
Issue: Scene Tree's Move Up/Down shortcuts don't work when remapped to ALT + Up and ALT + Down.
Labels: bug,topic:editor,topic:input

### Godot version

3.4.2

### System information

Windows 10

### Issue description

I wanted to map the Scene Tree's Move Up and Move Down shortcuts from **CTRL + Up** and **CTRL + Down** to use **ALT + Up** and **ALT + Down**, since it's what I've been comfortable with to in the Script Editor, as well as being a common shortcut in the programs I've worked with.

Doing this doesn't work, despite there being no conflicting key combinations that may make this malfunction, at least not that I know of.


Mapping them to **ALT + Keypad Add/Subtract** works as expected.
Mapping them to **CTRL + any other key** works as expected.
Mapping them to use **SHIFT**, or just simply NOT including **CTRL** seems to cause problems.
Mapping other, "single use" shortcuts in the Scene Tree to use **ALT** instead of **CTRL** works as expected.


### Steps to reproduce

- Create a new Scene containing two or more Nodes;
- Focus on the Scene Dock and, with the default mapping to **CTRL + Up/Down**, test the shortcut;
- Now, go to the **Editor Settings**, then **Shortcuts**, and change Move Up and Move Down to not include the **CTRL** modifier;
E.g. _Keypad Add, Keypad Subtract, Alt + UP, Shift + Down_...
- Focus on the Scene Dock again, test the shortcuts. They should not work.
- Go to Editor settings again, change these shortcuts to **ALT + Keypad Add/Subtract**.
- Test the shortcuts again. They should work just fine.

### Minimal reproduction project

I don't believe there's need.
Repository: pytorch
Issue: pytorch installation error with cuda!!
Labels: module: binaries,triaged

### 🐛 Describe the bug

I installed torch and torchvision for jetson nano from this link. https://forums.developer.nvidia.com/t/pytorch-for-jetson-version-1-10-now-available/72048. With this command 'pip install torch==1.8.1+cu102 torchvision==0.9.1+cu102 torchaudio==0.8.1 -f https://download.pytorch.org/whl/torch_stable.html'
Looking in links: https://download.pytorch.org/whl/torch_stable.html'I want to download torch and torchvision. I need it to use gpu. but I am getting this error.
python version=3.6.9
torch=1.8.1
torchvision=0.9.1

@ejguan @malfet @Zeecur @seemethere 

### Versions

Looking in links: https://download.pytorch.org/whl/torch_stable.html
ERROR: Could not find a version that satisfies the requirement torch==1.8.1+cu102 (from versions: 1.8.0, 1.8.1, 1.9.0, 1.10.0, 1.10.1)
ERROR: No matching distribution found for torch==1.8.1+cu102
![Screenshot from 2022-01-19 16-21-02](https://user-images.githubusercontent.com/62153842/150141068-2da404b7-86e6-44a4-973b-b009939b00bd.png)


cc @ezyang @seemethere @malfet @dusty-nv
Repository: vscode
Issue: Prefer to use `IURIIdentityService.extUri` over raw `extpath`
Labels: debt,search

I am tracing calls to `extpath.isEqual` / `extpath.isEqualOrParent` and found some in testing:

https://github.com/microsoft/vscode/blob/dba74b1923061e1f81aa223c756b07d18f9f89c3/src/vs/workbench/services/search/common/search.ts#L435

https://github.com/microsoft/vscode/blob/a865bed813e9cf01ebbc3c6ee3a05d672bb366f3/src/vs/workbench/services/search/node/fileSearch.ts#L94

https://github.com/microsoft/vscode/blob/f74ad40a3e98ebd8f2a70df093560e835d92cdaa/src/vs/workbench/services/search/worker/localFileSearch.ts#L315

That seem to compare with `fsPath` from existing `URIs`. We have better tools to compare URIs for this: `IURIIdentityService.extUri` which also include support for ignoring path casing based on the platform.
Repository: pytorch
Issue: The signature of `torch.nanmedian` in the doc is wrong
Labels: triaged,module: NaNs and Infs

### 📚 The doc issue

The signature of `torch.nanmedian` in the doc is wrong: `torch.nanmedian(input, dim=- 1, keepdim=False, *, out=None)` since `dim` is not optional

```python
import torch
a = torch.rand([6, 6], dtype=torch.float64)
torch.nanmedian(a, out=None)
# TypeError: nanmedian() received an invalid combination of arguments - got (Tensor, out=NoneType), but expected one of:
# * (Tensor input)
# * (Tensor input, int dim, bool keepdim, *, tuple of Tensors out)
# * (Tensor input, name dim, bool keepdim, *, tuple of Tensors out)
```

### Suggest a potential alternative/fix

`torch.nanmedian(input, dim, keepdim=False, *, out=None)`
Repository: godot
Issue: `CodeEdit` unit tests don't account for the theme properly
Labels: bug,topic:gui,topic:tests

### Godot version

master

### System information

GitHub Actions

### Issue description

While remaking the new project theme (https://github.com/godotengine/godot/pull/51159) I've noticed that unit tests for `CodeEdit` have some weird spatial assumptions about where to click or emulate other mouse interactions.

Two tests were failing because of that:

* **[CodeEdit] autocomplete completion**

The size of 100 by 100 pixels is ridiculously small for a text editor control. It causes the completion panel to pop up (and not down), beyond the control area. The tests is hardcoded for this behavior, but it would be better to give it more size and assume that the panel appears within the box of the control, as it normally should.

The test also doesn't account for the completion panel having any kind of padding inside of it. As such, it can trigger the event in an area outside of the completion panel hitbox, and fail. Styling information should be used.

* **[SceneTree][CodeEdit] symbol lookup**

Same here about the size of the control. Additionally, some arbitrary number `55` is hardcoded for an offset of the mouse click position. It is assumed that this offset would place the cursor to the exact location to match the tests data. This value will fail from a change to almost any property, both styleboxes and fonts would cause the control to render slightly differently.

-----

Now, maybe that's the point and we have to update these tests to be rigid with the new theme (though, I'm not sure there is a good reason for that, it tests nothing this way). But to do that the tests needs to explain way better what they are attempting to do and what the assumed behavior should be. At least as comments in the code. I had to try and recreate the tests scene in a project to figure out what is happening there, and why it may be failing.

### Steps to reproduce

Run tests with a slightly different default theme. See the GitHub action runs for the aforementioned PR.

### Minimal reproduction project

N/a
Repository: godot
Issue: Virtual keyboard does not appear in the web editor on Android
Labels: bug,platform:web,platform:android,topic:porting,confirmed

*Related to https://github.com/godotengine/godot/issues/56960.*

### Godot version

3.4.2.stable (also reproduced in 3.4.stable and 3.3.4.stable)

### System information

Samsung Galaxy Z Fold2, Android 12, [Bromite](https://www.bromite.org/) 96
(also reproduced on OnePlus 6, Android 11, [Bromite](https://www.bromite.org/) 92)

(Firefox on Android doesn't seem to run the Godot web editor.)

### Issue description

The virtual keyboard does not appear when tapping on a LineEdit in the web editor on Android.

Installing Godot as a PWA on the device does not resolve this issue.

### Steps to reproduce

- Open https://editor.godotengine.org/releases/3.4.2.stable/ in a mobile web browser.
- Click **Start Godot editor**.
- Click **New Project** on the project manager. Try to enter a project name by tapping the project name.
- Notice no virtual keyboard appears, even though text can be selected by dragging your finger.

### Minimal reproduction project

N/A
Repository: vscode
Issue: Debug targets that don't exist in launch.json
Labels: bug,debug

See attached screen shot.


<img width="853" alt="capture" src="https://user-images.githubusercontent.com/1931590/150163190-3aa283eb-fa71-406b-874d-b91ff916c53d.png">

I have no idea where they are coming from and how to get rid of them. Clicking on the gear icon does nothing and no config is revealed.
Repository: godot
Issue: Web editor cannot always be started on mobile devices due to scrolling not being allowed
Labels: bug,platform:web,platform:ios,platform:android,topic:editor,topic:porting

*Related to https://github.com/godotengine/godot/issues/56958.*

### Godot version

3.4.2.stable (also reproduced in 3.4.stable and 3.3.4.stable)

### System information

Samsung Galaxy Z Fold2, Android 12, [Bromite](https://www.bromite.org/) 96
(also reproduced on OnePlus 6, Android 11, [Bromite](https://www.bromite.org/) 92)

### Issue description

The web editor cannot always be started on mobile devices due to scrolling not being allowed. This gets worse when the web editor is installed as a PWA, as it becomes impossible to start the editor on most mobile devices (such as the aforementioned OnePlus 6). The Galaxy Z Fold2 can still have the web editor started while installed as a PWA, thanks to its particularly tall display while in landscape mode. Not forcing landscape mode in the PWA would likely improve the situation here as well.

This should be fixed by either allowing scrolling while on the Loader tab, making the logo smaller on mobile devices, or (ideally) both. Scrolling should not be allowed while on the Editor or Game tabs as it can interfere with Godot functionality.

### Steps to reproduce

- Open https://editor.godotengine.org/releases/3.4.2.stable/ in a mobile web browser.
- Depending on your device orientation, the **Start Godot editor** button may be off-screen, but there is no way to scroll to it.

### Minimal reproduction project

N/A
Repository: angular
Issue: ngProjectAs not working when applied inside ng-container
Labels: area: core,core: content projection,P3

### Which @angular/* package(s) are the source of the bug?

Don't known / other

### Is this a regression?

No

### Description

`<foo ngProjectAs="bar">` works correctly when used as a direct child.

When places inside an `ng-container` however the element will show up inside of the default slot instead of the one named by `ngProjectAs`.

See example on stackblitz.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-n8jv3w?file=src/app/app.component.html

### Please provide the exception or error you saw

```true
There is no error message, but the element is placed in the wrong place in the DOM.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 13.1.3
Node: 14.16.0
Package Manager: npm 7.17.0
OS: linux x64

Angular: 13.1.2
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1301.3
@angular-devkit/build-angular   13.1.3
@angular-devkit/core            13.1.3
@angular-devkit/schematics      13.1.3
@angular/cli                    13.1.3
@schematics/angular             13.1.3
rxjs                            7.4.0
typescript                      4.5.4
```


### Anything else?

_No response_
Repository: godot
Issue: Preloaded ZIP in the web editor should be imported without asking for a destination folder
Labels: enhancement,platform:web,topic:editor,topic:porting,usability

### Godot version

3.4.2.stable (also reproduced in 3.4.stable and 3.3.4.stable)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46), Firefox 96

### Issue description

When you start the Godot web editor with a preloaded ZIP, this is what you see:

![image](https://user-images.githubusercontent.com/180032/150164698-86b0b148-bdaa-4c71-baa3-393427ac40c2.png)

This doesn't make for a great experience for new users, and generally breaks the flow when you're trying to quickly test something.

Instead, the project folder name should be inferred from the ZIP archive name and automatically created, so that you do not have to manually specify a folder name and create a new folder.

In case of naming conflicts due to existing projects being imported, a suffix could be added to the project folder name (e.g. `demo` becomes `demo-1`).

### Steps to reproduce

- Open https://editor.godotengine.org/releases/3.4.2.stable/ in a web browser.
- Download `demo.zip` as indicated on the welcome page. Specify it as a preloaded project ZIP.
- Click **Start Godot editor**. Notice the error dialog is the first thing you see after starting the editor.

### Minimal reproduction project

N/A
Repository: rust
Issue: Tracking Issue for `core::slice::IterMut::as_mut_slice` and `impl<T> AsMut<[T]> for IterMut<'_, T>`
Labels: T-libs-api,C-tracking-issue

<!--
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Feature gate: `#![feature(slice_iter_mut_as_mut_slice)]`

This is a tracking issue for `core::slice::IterMut::as_mut_slice`

<!--
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### Public API

<!--
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(E.g. just the public function signatures without their doc comments or implementation.)
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```rust
// core::slice

impl<T> IterMut<'_, T> {
    pub fn as_mut_slice(&mut self) -> &mut [T]
}

impl<T> AsMut<[T]> for IterMut<'_, T>;
```

### Steps / History

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For larger features, more steps might be involved.
If the feature is changed later, please add those PRs here as well.
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- [x] Implementation: #93080
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

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the rfcbot will ask all the team members to verify they agree with
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### Unresolved Questions

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- None yet.
Repository: PowerToys
Issue: Reserve screen space for specific window so maximised windows dont hide it.
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

Reserving part of the screen so when a window gets maximised it does not fill the reserved area. This way you can permanently dock a window to the side of the screen and not worry about it being covered up when maximizing other windows. I know I can use fancyzones but that isnt perfect. What would be good is using FancyZones and selecting a 2 column layout and saying the left column is the reserved space.

### Scenario when this would be used?

I like to have a small to-do list down the side of my screen. This often gets hidden if I maximise another window.

### Supporting information

Examples of older programs:
https://www.donationcoder.com/software/mouser/other-windows-apps/desktopcoral

DisplayFusion kind of does it with monitor splitting:
https://www.displayfusion.com/Features/MonitorSplitting
Repository: pytorch
Issue: [numpy compat] torch.stack and torch.tensor doesn't support nested list+tensors (NumPy does support) - at least document the difference in the error message
Labels: triaged,module: numpy,needs design,module: viewing and reshaping

### 🐛 Describe the bug

```python
import numpy as np
import torch

a = np.array([1,2,3])
print(np.stack([[a, a, a, a], [a, a, a, a]]).shape)
# (2, 4, 3)

b = torch.tensor([1,2,3])
print(torch.stack([[b, b, b, b], [b, b, b, b]]).shape)
# TypeError: expected Tensor as element 0 in argument 0, but got list
```
A simple alternative would involve two additional calls of `torch.stack` leading to memory overhead. A more contrived alternative is a single stack + reshape, but one should think to make sure that the tensors are provided in the flat list in the order consistent with reshape.

### Versions

1.9.1

cc @mruberry @rgommers
Repository: rust
Issue: Add ability to gate doctests on cfgs
Labels: T-rustdoc,A-doctests

Currently, if a doctest uses specific cargo features, you have one of two options for dealing with it:

(A) You can decide to always use `--all-features` when running `cargo test`. This is not great: if you want to test specific features you cannot do so. and also not all crates work with `--all-features` since features may be mutually exclusive.

(B) You can do the following:

```rust
/// 
/// ```
/// # #[cfg(feature = "foo)]
/// # {
///  ... doctest goes here ...
/// # }
/// ```
```

Here, you're conditionally gating the test on the cfg. This works, but it has a major downside: the test will be reported as passing (as opposed to "ignored") in the `cargo test` output, which is misleading and not at all the behavior you want around tests. It's also hacky boilerplate that is necessary for a rather common task.

`rustdoc` has access to cfg-parsing, it should be possible for it to compile-time-`ignore` tests based on a `cfg()` spec put on top of the code block.