sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: youtube-dl
Issue: How to get a normalized list for the --batch-file <file> option
Labels: question

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## Question

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WRITE QUESTION HERE

I'm using the `--batch-file queue-list --download-archive done-list` combo to download URLs automatically, but as the list has grown it's gotten very slow. 

I thought about using `grep -Fvxf done-list queue-list` to prune the queue, but since the format is usually not the same (eg, `youtube zbwo0O-QnUM` vs `https://www.youtube.com/watch?v=zbwo0O-QnUM&feature=emb_title`), `grep` can't do its magic. 

Is there a way to, using `youtube-dl`, convert a list to its normalized form, as recognized by itself? That function is obviously already available internally.
Repository: godot
Issue: OneShot in AnimationTree does not return active = false when finished
Labels: bug,topic:animation

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.2-beta4

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
OneShot node in AnimationTree does not change its "valid" property to false after it finished animation. In preview it does get to false but it won't in code or inspector view.

**Steps to reproduce:**
Create a OneShot node in an AnimationTree. Set its valid property to true in code. After its animation finishes, it is still as true.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: vscode
Issue: Layout: waterfall for restoring default views
Labels: debt,perf,layout

Looks like https://github.com/microsoft/vscode/commit/9e0ab5ca6b9d9aa19666a808b06bdb315fd212aa introduced a waterfall in that everything below editor restore will have to wait for default views to restore. Imho e.g. a panel should not need to wait to restore if a default view is only for sidebar and vice versa. 

One possible fix is to move the logic of restoring default views into the restoring of sidebar and panel itself and not have it as a separate thing.
Repository: flutter
Issue: Fullscreen Android theme prevents scaffold resizing when keyboard popups
Labels: platform-android,framework,f: material design,dependency: android,e: OS-version specific,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-android,triaged-android

## Steps to Reproduce

1. Clone the example app from [here](https://github.com/MichaelM97/Flutter-Chat-App-Issue-Example)
2. Run the app, and see that when selecting the `TextField` it moves with the keyboard as expected
3. Go to `chat_app_issue_example/android/app/src/main/res/values/styles.xml` and add `.Fullscreen` to the `parent` stlye of `NormalTheme`

**From**
```xml
<style name="NormalTheme" parent="@android:style/Theme.Black.NoTitleBar">
    <item name="android:windowBackground">@android:color/white</item>
</style>
```

**To**
```xml
<style name="NormalTheme" parent="@android:style/Theme.Black.NoTitleBar.Fullscreen">
    <item name="android:windowBackground">@android:color/white</item>
</style>
```

4. Run the app again, and see that when selecting the `TextField` the keyboard now covers the `TextField` when open

**Expected results:** We should be able to use FullScreen themes _and_ have the usual chat app functionality of the text input moving up with the keyboard.

**Actual results:**

Without Fullscreen Theme
![Without Fullscreen Theme](https://user-images.githubusercontent.com/22373058/84571264-089fbd80-ad8a-11ea-9581-107ae3c1d99e.gif)

With Fullscreen Theme
![With Fullscreen Theme](https://user-images.githubusercontent.com/22373058/84571261-063d6380-ad8a-11ea-9b07-314ad6f517d4.gif)

<details>
  <summary>Logs</summary>


**flutter doctor -v** output:
```
[✓] Flutter (Channel stable, v1.17.3, on Mac OS X 10.15.5 19F101, locale en-GB)
    • Flutter version 1.17.3 at /Users/michaelmccormick/development/flutter
    • Framework revision b041144f83 (9 days ago), 2020-06-04 09:26:11 -0700
    • Engine revision ee76268252
    • Dart version 2.8.4

 
[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.0)
    • Android SDK at /Users/michaelmccormick/Library/Android/sdk
    • Platform android-29, build-tools 29.0.0
    • Java binary at: /Applications/Android
      Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      1.8.0_212-release-1586-b4-5784211)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 11.5)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 11.5, Build version 11E608c
    • CocoaPods version 1.9.2

[✓] Android Studio (version 3.6)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 46.0.1
    • Dart plugin version 192.8052
    • Java version OpenJDK Runtime Environment (build
      1.8.0_212-release-1586-b4-5784211)

[✓] Connected device (1 available)
    • Android SDK built for x86 • emulator-5554 • android-x86 • Android 10 (API
      29) (emulator)

• No issues found!
```

</details>
Repository: pytorch
Issue: How do I derive weights for CrossEntropy Loss on my custom dataset?
Labels: triaged,module: vision

I have five classes + 1 background for my semantic segmentation. My mask is like the one below:
It has a ton of background and classes are rarely seen on both image. 
![download (2)](https://user-images.githubusercontent.com/8830319/84572938-10825080-add0-11ea-9285-0082814edb94.png)

I've seen codes using CrossEntropyLoss with designated weights but usually they are using available datasets such as CityScapes so they have the weights on them.

How do I derive CrossEntropyLoss weights for my dataset?


cc @fmassa
Repository: flutter
Issue: [in_app_purchase] 0.3.4 crashes when fetching products from the Play Store
Labels: c: crash,platform-android,d: api docs,p: in_app_purchase,package,P3,team-android,triaged-android

I am facing an issue after installing and implementing using in_app_purchase plugin.

What I did so far: 
1. added 2 products on Play Store that are visible and active. 
2. submitted build for alpha testing, since that is required for in-app purchase to work.
3. added `InAppPurchaseConnection.enablePendingPurchases();` at the app launch
4. created a sequence of requests to the app store out of which last one fails with nasty log I can't work around

```
bool available = await _iap.isAvailable();
  if (!available) {
    print('=========> The store cannot be reached or accessed.');
  } else {
    Set<String> _kIds = {'farm', 'forest'};
    ProductDetailsResponse productsResponse = await _iap.queryProductDetails(_kIds);
    List<ProductDetails> products = productsResponse.productDetails;
  }      
}
```
5. At the moment `queryProductDetails` crashes every single time with the following log:

```
E/AndroidRuntime( 9053): java.lang.NoSuchMethodError: No virtual method getIntroductoryPriceCycles()Ljava/lang/String; in class Lcom/android/billingclient/api/SkuDetails; or its super classes (declaration of 'com.android.billingclient.api.SkuDetails' appears in /data/app/com.my.fancy.app-6ImcBn8ELPgiO8hTXXp_3Q==/base.apk)
E/AndroidRuntime( 9053): 	at io.flutter.plugins.inapppurchase.Translator.fromSkuDetail(Translator.java:27)
E/AndroidRuntime( 9053): 	at io.flutter.plugins.inapppurchase.Translator.fromSkuDetailsList(Translator.java:49)
E/AndroidRuntime( 9053): 	at io.flutter.plugins.inapppurchase.MethodCallHandlerImpl$1.onSkuDetailsResponse(MethodCallHandlerImpl.java:185)
E/AndroidRuntime( 9053): 	at com.android.billingclient.api.zzj.run(com.android.billingclient:billing@@3.0.0:8)
E/AndroidRuntime( 9053): 	at android.os.Handler.handleCallback(Handler.java:873)
E/AndroidRuntime( 9053): 	at android.os.Handler.dispatchMessage(Handler.java:99)
E/AndroidRuntime( 9053): 	at android.os.Looper.loop(Looper.java:193)
E/AndroidRuntime( 9053): 	at android.app.ActivityThread.main(ActivityThread.java:6746)
E/AndroidRuntime( 9053): 	at java.lang.reflect.Method.invoke(Native Method)
E/AndroidRuntime( 9053): 	at com.android.internal.os.RuntimeInit$MethodAndArgsCaller.run(RuntimeInit.java:493)
E/AndroidRuntime( 9053): 	at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:858)
```

6. I've tried running this on multiple example projects, and it fails. Tried with both Kotlin and Java project, just to see if there is something buggy with one or the other, but no luck.
  
Flutter doctor results: 

```
[✓] Flutter (Channel stable, v1.17.3, on Mac OS X 10.15.5 19F101, locale en-RS)
 
[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
[✓] Xcode - develop for iOS and macOS (Xcode 11.5)
[✓] Android Studio (version 4.0)
[✓] VS Code (version 1.46.0)
[✓] Connected device (2 available)

• No issues found!
```
Repository: rust
Issue: Linked native libraries are sometimes deduplicated and sometimes not deduplicated
Labels: A-linkage,C-bug

The approximate rule is that deduplication happens when `-l` options on command line are involved (which override or not override `#[link]` attributes) and don't happen when only `#[link]` attributes are involved.
I don't want to get into the details here because I plan to fix this myself in some near future, but I'll perhaps extend it if the plan fails.

https://github.com/rust-lang/rust/issues/47989 raised this issue previously and https://github.com/rust-lang/rust/pull/57018 changed the rules in this area somewhat, and the PR author was lucky to get the desired linking order after the changes, but someone else could be less lucky and get broken order instead.

What could be a correct solution to this issue:
- Never deduplicate.
Safe choice, but may result in some redundant libraries passed to the linker.
Library renaming will still work (`#[link(name = "zoo")]` + `-lfoo -lzoo:myzoo` -> `-lmyzoo -lfoo -lmyzoo`) but will pass one potentially redundant linker option.
(There are alternatives, e.g. consider options with `:renames` "directives" rather than libraries and remove them after applying the renaming.)

- Always deduplicate, but provide an opt-out for cases when an option/attribute must not be deduplicated.
The non-deduplicatable cases should be pretty rare after all.
    ```
    #[link(name = "foo", modifiers = "-dedup")]
    ```
    or something.

We could potentially switch from the alternative 1 to alternative 2 on edition boundary if there's enough interest.
Repository: flutter
Issue: [google_maps_flutter] getLatLng returns incorrect coordinates after animateCamera
Labels: p: maps,package,team-ecosystem,has reproducible steps,P2,found in release: 2.2,triaged-ecosystem

## Issue Description
Within ```onMapCreated```, calling method ```Future<LatLng> getLatLng(ScreenCoordinate screenCoordinate)``` after calling ```Future<void> animateCamera(CameraUpdate cameraUpdate)``` returns the coordinates of the ```initialCameraPosition``` instead of the new location given to ```animateCamera```.

## Steps to Reproduce
1. Add ```GoogleMap``` widget with an ```initialCameraPosition```
1. Set ```onMapCreated``` to a method that does the following:
    1. Create a new ```CameraUpdate``` from ```CameraUpdate.newLatLngZoom``` with different coordinates from initial
    1. Call ```animateCamera``` on the ```CameraUpdate```
    1. Retrieve the coordinates with ```LatLng coords = await _controller.getLatLng(ScreenCoordinate(
      x: MediaQuery.of(context).size.width ~/ 2,
      y: MediaQuery.of(context).size.height ~/ 2,
    ));```

The coordinates retrieved should be the new coordinates given to the ```CameraUpdate``` but instead it is the ```initialCameraPosition``` coordinates.
Repository: rust
Issue: Search in associated items when type cannot be found
Labels: C-enhancement,A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut

[Given the following code](https://play.rust-lang.org/?version=nightly&mode=debug&edition=2018&gist=e0d291d80bd21afde1f4661358ec95f8):

https://github.com/rust-lang/rust/blob/1fb612bd15bb3ef098fd24c20d0727de573b4410/src/test/ui/associated-types/associated-types-eq-1.rs#L4-L11

we currently show

https://github.com/rust-lang/rust/blob/1fb612bd15bb3ef098fd24c20d0727de573b4410/src/test/ui/associated-types/associated-types-eq-1.stderr#L1-L7

But the typo checks should also look at the associated types of all the locally accessible types and provide a reasonable suggestion.

In this specific case of assignment, we could also look at the type of `boo` for an appropriate type to supply.
Repository: terminal
Issue: Normalize terminal padding in maximized or fullscreened windows
Labels: Help Wanted,Area-TerminalControl,Product-Terminal,Issue-Task

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# Description of the new feature/enhancement

When the window is in an un-maximized state, Terminal snaps window resizes to the closest character, which makes sense -- this way, the terminal padding on all 4 edges is what it's set to in `settings.json`.  
However, when the window is maximized or in fullscreen, Terminal's size depends on the size of the monitor, which means the padding is often mismatched. When this happens, Terminal preserves the top and left padding. This makes some graphical CLI programs look a bit odd:

![A full-screened Terminal with weechat running with equal padding on the left and top sides, but greater than usual padding on the right and especially the bottom](https://user-images.githubusercontent.com/34610081/84579691-fe87ba00-ad9d-11ea-8fb6-d3d422d6a0cc.png)

It might be nice to have an option to make the left-right and top-bottom paddings equal in this situation, so that the terminal content is centred within the window rather than at the top left.

# Proposed technical implementation details (optional)

Of course, the `padding` setting should still be used as a minimum padding, and I think it makes sense to have this as a per-profile option (it makes more sense when you're running full-screen CLI programs like `weechat`, than if you're just running a shell.)
Repository: rust
Issue: Tracking issue for future-incompatibility lint `cenum_impl_drop_cast`
Labels: A-lints,A-destructors,T-compiler,C-future-incompatibility,C-tracking-issue

This is the **summary issue** for the `CENUM_IMPL_DROP_CAST` future-incompatibility lint and other related errors. The goal of this page is describe why this change was made and how you can fix code that is affected by it. It also provides a place to ask questions or register a complaint if you feel the change should not be made. For more information on the policy around future-compatibility warnings, see our [breaking change policy guidelines][guidelines].

[guidelines]: https://github.com/rust-lang/rfcs/blob/master/text/1122-language-semver.md

#### What is the warning for?

The warning is issue when a C-like enum implementing the `Drop` trait is cast. For example:

```rust
enum E {
    A = 0,
}

impl Drop for E {
    fn drop(&mut self) {
        println!("Drop");
    }
}

fn main() {
    let e = E::A;
    let i = e as u32;
            ^^^^^^^^ here is the cast
}
```

This cast will be rejected to enforce uniformity between all moving operations. See https://github.com/rust-lang/rust/issues/35941 for more details.

#### When will this warning become a hard error?

At the beginning of each 6-week release cycle, the Rust compiler team will review the set of outstanding future compatibility warnings and nominate some of them for **Final Comment Period**. Toward the end of the cycle, we will review any comments and make a final determination whether to convert the warning into a hard error or remove it entirely.
Repository: godot
Issue: AnimationStateMachine.travel() method crashes when called from _physics_process() method
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:	
https://github.com/godotengine/godot/issues?q=is%3Aissue	
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**Godot version:**
<!-- Specify commit hash if using non-official build. -->
Beta 3.3.2-beta4 Mono for Windows 10

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**
<!-- What happened, and what was expected. -->
When calling AnimationStateMachine.travel() method from *_physics_process(delta)* method it crashes. It says Animation State Machine is not playing. However, it was started in *_ready* method. It won't crash if we call travel from an *if Input.action_just_pressed(key)* condition.

**Steps to reproduce:**
In the included minimal project, set Cube's *check_crash_bug* value to *true* in editor. Run or restart the game and check that *travel()* method is crashing every frame.
If *check_crash_bug* value is set to *false*, we can see the game running well because *travel()* is called from an *Input.action_just_pressed* conditional.
Interestingly, it wont crash if we change the boolean value without restarting the game.

**Minimal reproduction project:**
Here it is.
[Bug-Report-ASM.zip](https://github.com/godotengine/godot/files/4775679/Bug-Report-ASM.zip)

<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: flutter
Issue: Share image texture in memory between platform and Flutter
Labels: c: new feature,engine,c: performance,a: existing-apps,perf: memory,P3,team-engine,triaged-engine

In add-to-app, the same image may appear both on the platform side and in Flutter. We've made https://pub.dev/packages/ios_platform_images to help share the image asset in storage but we should share the image in memory as well. 

This was accomplished via https://medium.com/hackernoon/rendering-external-texture-an-flutter-optimization-by-alibaba-c5ed143af747 by Alibaba. We should upstream that solution in the Flutter engine. They also sent us a PR (never merged) https://github.com/flutter/engine/commit/dfe3d986c96a29ea40a4c9adc3eb9e811c28a64e. 

cc @gaaclarke @chinmaygarde
Repository: rust
Issue: Incremental compilation of rustc itself uses much more memory; OOM on rustc_middle with 8GB
Labels: T-compiler,A-incr-comp,I-compilemem

I'm trying to build rustc on a system with 8GB of memory. Following the rustc-dev-guide, I used `./x.py build -i --stage 1 src/libstd`, so that I would be able to quickly rebuild after making changes. This resulted in the OOM killer killing the compilation of `rustc_middle` for using too much memory.

At the time it was killed, the `rustc` process building `rustc_middle` had: `total-vm:5059108kB, anon-rss:2991316kB`.

Doing a non-incremental build, with `./x.py build --stage 1 src/libstd`, easily completed on the same system, and none of the processes appeared to use anywhere near the same amount of memory.

I reproduced all of these results with no `config.toml`, and git commit `06e47688bf15d0215edbe05b21603062f6d2eb5d`.
Repository: terminal
Issue: Feature Request: Have desktop image shine through
Labels: Issue-Feature,Area-Extensibility,Product-Terminal

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# Description of the new feature/enhancement


<!-- 
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Describe why and how a user would use this new functionality (if applicable).
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Have the desktop image be used as the background for the terminal. However, instead of resizing the image to fit the terminal, the terminal should 'crop out' the part of the image it would currently cover and use that as its background. This is similar to the acrylic effect, however it does not show what is behind the window but instead the desktop wallpaper that would be behind it.
Repository: godot
Issue: ItemList focus outline is not rendering correctly with GLES2
Labels: bug,topic:rendering

Godot 3.2.2 rc1
Godot 3.2.1
OpenGL ES 2.0 Renderer: GeForce GTX 1060 6GB/PCIe/SSE2

In GLES3, when we click an `ItemList`, it gets a focus outline like this:
![image](https://user-images.githubusercontent.com/1311555/84584006-5c94bb80-adf7-11ea-91d4-0b64c4462242.png)

In GLES2, that outline doesn't render correctly. It looks like it is behind.
![image](https://user-images.githubusercontent.com/1311555/84584020-76360300-adf7-11ea-811b-4f4fc2eb86e0.png)
![image](https://user-images.githubusercontent.com/1311555/84584024-80580180-adf7-11ea-8960-198c5dd210c6.png)

Reproduction steps:
1) Create a scene with an `ItemList`
2) Switch the project to use the GLES2 renderer
3) Launch scene and click on the item list