sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] Barcode Scanner Local module descriptor class for com.google.mlkit.dynamite.barcode not found
Labels: type: bug,status: needs triage,platform: Android

### Describe the bug

Local module descriptor class for com.google.mlkit.dynamite.barcode not found.
Waiting for the barcode module to be downloaded. Please wait.


### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
tauri android dev
```


### Stack trace

```text
04-07 14:18:28.599 18765 18965 W DynamiteModule: Local module descriptor class for com.google.mlkit.dynamite.barcode not found.
04-07 14:18:28.618 18765 18765 E MobileVisionBase: Error preloading model resource
04-07 14:18:28.618 18765 18765 E MobileVisionBase: com.google.mlkit.common.MlKitException: Waiting for the barcode module to be downloaded. Please wait.
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.vision.barcode.internal.zzl.zzc(com.google.android.gms:play-services-mlkit-barcode-scanning@@18.1.0:10)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.vision.barcode.internal.zzi.load(com.google.android.gms:play-services-mlkit-barcode-scanning@@18.1.0:1)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.ModelResource.zza(com.google.mlkit:common@@18.5.0:4)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.zzn.run(Unknown Source:10)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.zzt.run(com.google.mlkit:common@@18.5.0:2)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.MlKitThreadPool.zze(com.google.mlkit:common@@18.5.0:4)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.MlKitThreadPool.zzc(com.google.mlkit:common@@18.5.0:1)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.zzk.run(Unknown Source:2)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:644)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.MlKitThreadPool.zzd(com.google.mlkit:common@@18.5.0:2)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at com.google.mlkit.common.sdkinternal.zzi.run(Unknown Source:2)
04-07 14:18:28.618 18765 18765 E MobileVisionBase:      at java.lang.Thread.run(Thread.java:1012)
```


### Additional context

_No response_
Repository: go
Issue: x/build: add LUCI wasip1-wasm32_wasmtime builder
Labels: Builders,new-builder

As part of the work on the wasm32 architecture, we'd like to add a new builder for running the wasip1 tests. This builder will need to have wasmtime installed and set the following environment variables:

```
GOOS=wasip1
GOARCH=wasm
GOWASIRUNTIME=wasmtime
PATH=$PATH:/workdir/go/misc/wasm
GO_DISABLE_OUTBOUND_NETWORK=1
```

CC @dmitshur
Repository: go
Issue:  x/build: add LUCI wasip1-wasm32_wazero builder
Labels: Builders,new-builder

As part of the work on the wasm32 architecture, we'd like to add a new builder for running the wasip1 tests. This builder will need to have wazero installed and set the following environment variables:

```
GOOS=wasip1
GOARCH=wasm
GOWASIRUNTIME=wazero
PATH=$PATH:/workdir/go/misc/wasm
GO_DISABLE_OUTBOUND_NETWORK=1
```

CC @dmitshur @golang/wasm
Repository: deno
Issue: Add support for node native addons / napi / FFI in `deno compile`
Labels: feat,compile,node compat,node native extension

### Discussed in https://github.com/denoland/deno/discussions/23255

<div type='discussions-op-text'>

<sup>Originally posted by **babakfp** April  6, 2024</sup>
Hi 👋

https://github.com/parcel-bundler/lightningcss/discussions/712

Based on this comment https://github.com/parcel-bundler/lightningcss/discussions/712#discussioncomment-9029656 and this:

![Screenshot 2024-04-06 223807](https://github.com/denoland/deno/assets/44144724/d10c2985-f70a-489e-9ffd-11f9157b20e3)

(I used this library https://deno.land/x/abc@v1.3.3 and when I compiled, it started to download this ^ file).

It seems like Deno doesn't do the same for lightningcss.</div>


Search keywords:

- `TypeError: LoadLibraryExW failed`
Repository: godot
Issue: extra_cull_margin breaks draw ordering for custom shaders with the orthographic camera
Labels: bug,topic:rendering,topic:shaders,topic:3d

### Tested versions

- Reproducible on 4.2.1 stable & 4.3 dev snapshot 4

### System information

macOS

### Issue description

`extra_cull_margin` completely breaks draw order for orthographic cameras + custom shaders. I'm not sure what's going on under the hood causing the issue and how the build-in shaders avoid this issue. The same behaviour does not exist for the perspective camera. This bug has been driving me absolutely nuts the last couple of days. Please, someone with knowledge of rendering internals save me from this madness.

### Steps to reproduce

Set up two quads, one offset to the left at `Z=0` and one on the right further back at `Z=-7.6`. Both quads use the same, dead simple custom shader:

```
shader_type spatial;
render_mode unshaded;

uniform sampler2D texture;

void fragment() {
	vec4 tex = texture(texture, UV);
	ALBEDO = vec3(tex.x, tex.y, tex.z);
	ALPHA = tex.a;
}
```

Set the `extra_cull_margin` of the quad that's further back to `1000`.

Scene looks like this:

<img width="463" alt="image" src="https://github.com/godotengine/godot/assets/2886675/b915e343-2dc1-4152-9244-b75ce80e2ca7">

Expected render:
<img width="314" alt="image" src="https://github.com/godotengine/godot/assets/2886675/8df71ccc-7b2b-48a9-bb86-f75132eab0a8">

Actual:
<img width="413" alt="image" src="https://github.com/godotengine/godot/assets/2886675/ccb26c96-2cb7-46d0-86ee-e679e5bcd88a">

### Minimal reproduction project (MRP)

[orthographic-camera-bug-demo.zip](https://github.com/godotengine/godot/files/14897993/orthographic-camera-bug-demo.zip)

You can just run the demo project and every second, it'll alternate between default cull margins, and the `1000` cull margin on the far-away sprite, which causes it to incorrectly draw on top of the closer sprite.
Repository: go
Issue: proposal: cmd/cover: test coverage should report coverage of non-error-handling lines
Labels: Proposal

### Proposal Details

Coverage summarizes its results with a one line output like "coverage: 89.1% of statements"

It would be more useful if it said something like "coverage: 89.1% of statements, 97.3% without error handling"

The new number would remove from its denominator the the number of statements inside 'if err != nil {...}' blocks.

Among other deficiencies, the current number gets worse as more error handling gets added.
Repository: stable-diffusion-webui
Issue: [Bug]: AMD GPU: Segmentation fault when launching webui.sh, HIP error when launching launch.py directly.
Labels: bug-report

### Checklist

- [X] The issue exists after disabling all extensions
- [X] The issue exists on a clean installation of webui
- [X] The issue is caused by an extension, but I believe it is caused by a bug in the webui
- [X] The issue exists in the current version of the webui
- [X] The issue has not been reported before recently
- [X] The issue has been reported before but has not been fixed yet

### What happened?

I just installed the WebUI following [the instructions for Arch Linux here](https://github.com/AUTOMATIC1111/stable-diffusion-webui/wiki/Install-and-Run-on-AMD-GPUs#install-on-amd-and-arch-linux) on a fully updated EndeavourOS system. When launching webui.sh, after installing some requirments it exits with a segmentation fault. The error indicates the last line of the script, the end of an "if" statement that launches "launch.py". So I tried running "launch.py" directly with `python launch.py`. The first time, it also downloaded some things. The Web UI opens in my browser, but it fails to generate any images and an error is displayed in the terminal a few times right before the browser tab opens.  That same error is displayed in the WebUI when attempting to generate any image.



### Steps to reproduce the problem

1. Install the WebUI following the instructions on GitHub.
2. Set up and activate the Python venv
3. Launch webui.sh in the installation directory. It doesn't even open the WebUI.
4. After it fails, run `python launch.py` in the same directory. Though a browser tab to the WebUI opens, it is non-functional.

### What should have happened?

The WebUI should have launched when executing the webui.sh script. It should launch in a way that allows it to use StableDiffusion to generate images.

### What browsers do you use to access the UI ?

Mozilla Firefox

### Sysinfo

[sysinfo-2024-04-07-17-40.json](https://github.com/AUTOMATIC1111/stable-diffusion-webui/files/14898184/sysinfo-2024-04-07-17-40.json)


### Console logs

```Shell
[Output when running webui.sh.](https://pastebin.com/pTuXwQx4)
[Output when running launch.py.](https://pastebin.com/szPipQJm)
```


### Additional information

System is fully up-to-date. This is my first attempt at installing StableDiffusion.
Repository: PowerToys
Issue: Move Peek functions into common
Labels: Needs-Triage,Issue-Refactoring,Product-Peek,Product-File Actions Menu

### Description of the new feature / enhancement

Move peek functions used by File Actions Menu into a common project.

### Scenario when this would be used?

-

### Supporting information

_No response_
Repository: pytorch
Issue: Support integer parameters in FullyShardedDataParallel
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch


Libraries like Transformers, vllm and diffusers use large quantized LLMs for inference and fine-tuning. When running large models on several low-memory GPUs, people often use FullyShardedDataParallel to split the model between those GPUs. Problem is, quantized models have integer parameters (e.g. uint8, int32, int64) and FSDP currently does not support integer data types.

__Feature request:__ please support same-dtype integer FlatParameters in FSDP.

Currently, it is blocked by these two lines https://github.com/pytorch/pytorch/blob/b6201a60c57f79d081ecde66e1ce70e6614a3052/torch/distributed/fsdp/_flat_param.py#L767-L768 

**Edit:** I originally believed that you can remove these two lines and the code would *always* run perfectly, whereas in actuality, it causes errors in some configurations. We discuss possible workarounds below.

### Alternatives

[bitsandbytes](https://github.com/TimDettmers/bitsandbytes), a popular quantization library behind transformers & others, solves this problem as follows: https://github.com/TimDettmers/bitsandbytes/pull/970 . Their solution is to store integers as floating point tensors and reinterpret them as floats inside custom cuda kernels. However, this is still fairly difficult to use.

My specific use case is for [AQLM](https://github.com/Vahe1994/AQLM), where there is an integer parameter [QuantizedWeight.codes](https://github.com/Vahe1994/AQLM/blob/3a79f9d/src/aq.py#L108).

What I ended up doing is __simply removing [these two lines](https://github.com/pytorch/pytorch/blob/b6201a60c57f79d081ecde66e1ce70e6614a3052/torch/distributed/fsdp/_flat_param.py#L767-L768), after which FSDP worked normally with integer-only modules.__

On the other hand, if you are planning to support automatically grouping FlatParameters by dtype and concatenating them together, this will also resolve this issue.

### Additional context

If this makes things easier, I'd be happy to create a PR remove the two lines and add minimal tests with integer sub-modules. The purpose of this issue is to check if removing this check interferes with some other moving parts within the library.

As a side-effect, if this feature is implemented, it will also simplify support for other quantization libraries (QuIP#, GPTQ).

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225 @chauhang
Repository: godot
Issue: Blurry PointLight2D texture in Gl_compatibility backend
Labels: bug,topic:rendering,topic:2d

### Tested versions


- Tested from Godot 4.0 beta 9 to Godot 4.3 dev 5 (including all versions of godot 4.0.x, 4.1.x and 4.2.x).

### System information

- Windows 10 & Linux Mint 21.3 - GL_Compatibility - AMD Radeon graphics - AMD Ryzen 3 3250u CPU @ 2.60GHz (4 Threads).
- Android 11 - GL_Compatibility - Adreno (TM) 616 - Snapdragon 710 (SDM710).

### Issue description

When using a PointLight2D in my test features project, in the moment when add the light texture, it appears blurry (the tree in the left of the next image) when i using GL_Compatibility backend and not pixel-perfect (like the Sprite2D tree in the right of the image), but when recreate the light in the mobile and forward+ backends, the light not looks blurry and look pixel-perfect exactly as it should appear.

![image](https://github.com/godotengine/godot/assets/166262061/77c51b4e-467f-48f2-91a5-f69ba2847a4a)

Note: I have tested the same thing in Godot 3 LTS, and the light appears pixel-perfect in all available backends for that version.

### Steps to reproduce

1. Create a project in any version of Godot 4 (alpha, beta, RC, and stable).
2. Create a 2D scene and add a dark background. 
3. Add a canvas modulate and set in the color property a dark color.
4. Add a PointLight2D to the scene and assign a pixel art texture in the texture property.

### Minimal reproduction project (MRP)

follow the previous steps.
Repository: deno
Issue: Support lmdb-js
Labels: bug,node compat,node native extension

I'm building an application in Deno that uses [lmdb-js](https://github.com/kriszyp/lmdb-js), and we hit a snag where asyncronous transactions don't work on Deno, which we believe is due to this issue (from the lmdb-js README):

> Note that Deno and Bun's support for NAPI is not very stable yet, and currently asynchronous transactions (transaction method) are not supported (Bun issue https://github.com/oven-sh/bun/issues/158#issuecomment-1126624085).

From what we can tell, the "Asynchronous thread-safe function calls" family of functions is not implemented, and may be what's causing this:

![image](https://github.com/denoland/deno/assets/3639540/935393f7-a9a0-4cfb-8dcd-52e9e3e55526)

Having Deno + LMDB would be a big win for us. And I believe there's unexplored potential with Deno KV as well (eg creating a wrapper for lmdb-js that implements the Deno.KV interface https://github.com/kriszyp/lmdb-js/discussions/236)

cc @kriszyp @xyzshantaram
Repository: pytorch
Issue: DISABLED test_nccl_errors_dump (__main__.NcclErrorDumpTest)
Labels: module: rocm,triaged,skipped

Platforms: ROCm

Mostly due to - https://github.com/pytorch/pytorch/pull/123023

This test was disabled because it is failing on main branch ([recent examples](https://torch-ci.com/failure?failureCaptures=%5B%22distributed%2Ftest_c10d_nccl.py%3A%3ANcclErrorDumpTest%3A%3Atest_nccl_errors_dump%22%5D)).

cc @jeffdaily @sunway513 @jithunnair-amd @ROCmSupport @dllehr-amd @jataylo @hongxiayang
Repository: go
Issue: x/pkgsite: missing transparency in gopher plane image
Labels: help wanted,pkgsite

Example URL: https://pkg.go.dev/404
User Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15 (KHTML, like Gecko) Version/17.4.1 Safari/605.1.15

Hi, the placeholder image https://pkg.go.dev/static/shared/gopher/airplane-1200x945.svg has two problems in the dark mode. Since we always strive for perfection, let's not overlook the flaws in the brand image...

Bug:
<img width="945" alt="img_fix" src="https://github.com/golang/go/assets/35196630/f1a7e24f-447a-41fd-aed0-e53593af5617">

Fix:
<img width="945" alt="img_bug" src="https://github.com/golang/go/assets/35196630/d501144e-2902-4b91-8fe4-432a6b1680dd">

Attached a corrected image, with love for GO community:
![fix_airplane-1200x945](https://github.com/golang/go/assets/35196630/5d82910f-f52c-4a67-a554-e3ded631a079)
Repository: pytorch
Issue: Request: Restrict use of tags to strictly formal release versions
Labels: oncall: releng,module: ci,triaged

### 🚀 The feature, motivation and pitch

I want to subscribe to PyTorch releases. However, the GitHub Atom feeds for both tags and releases have a lot of extraneous noise. It appears that PyTorch is using tags to manage non-release changes, which is generating this noise in feeds.

### Alternatives

An Atom / RSS feed on the PyTorch blog, that lists only articles about new PyTorch version updates, would also suffice.

As a workaround, I am trying a *third* location, the PyPI release feed for the "torch" package:

https://pypi.org/rss/project/torch/releases.xml

Seems that the GitHub release feed data is corrupted somehow for this project.

### Additional context

_No response_

cc @seemethere @malfet @pytorch/pytorch-dev-infra
Repository: godot
Issue: Godot 4 freezing when saving files on Linux running X11 or XWayland DisplayServer with multiple windows (ProgressDialog window issue?)
Labels: bug,platform:linuxbsd,topic:editor,confirmed

### Tested versions

- Tested In Godot 4.0 stable and 4.2.1 Stable

### System information

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - Wayland - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics (BYT) () - Intel(R) Celeron(R) CPU  N2806  @ 1.60GHz (2 Threads)

### Issue description

Sometimes When I Try To Save A Scene, Or Creating A Script To A Node, Godot Just Randomly Freezes And Becomes Unusable. It Usually Happens When I Try To Save A Scene, But It Also Happened When I Tried Creating A Script Or Saving A Node As A Scene. ( Godot 3.6-beta4 and below work as intended )

[Screencast from 07-04-2024 18:38:56.webm](https://github.com/godotengine/godot/assets/67060689/ebfe58cd-0e8b-4dbf-9ce8-97744aad42bc)


### Steps to reproduce

- Open Godot 4.0 stable or Above
- Load A Project
- Save A Scene/Create A Script
- Bug Happens

### Minimal reproduction project (MRP)

N/A

### --verbose Output
[Godot Log.txt](https://github.com/godotengine/godot/files/14972400/Godot.Log.txt)
Repository: godot
Issue: Custom nodes don't have their parents' icon
Labels: discussion,topic:editor,topic:gdextension

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5]

### System information

Windows 11 - Godot v4.2.1.stable

### Issue description

Custom nodes made in C++ have the node's icon instead of the parent's node icon.

According to the documentation when a new class is created and exposed to scripting, the editor's interface will display it with a default icon representing the base class it inherits from. This seems to be not the case.

Example of C++ code:
``` C++
using BasePanelContainer = godot::PanelContainer;

class ChartPanel: public BasePanelContainer
{
    GDCLASS(ChartPanel, BasePanelContainer)
```

The icon in the editor is wrong either in the "create new node" window or in the "scene tree":
![image](https://github.com/godotengine/godot/assets/18684872/aa8ce035-6df1-4190-8d7a-5505b4284a09)

### Steps to reproduce

- Create a C++ class inherited from godot::PanelContainer
- Add the created node in a scene

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: x/crypto/ssh: client fails to exchange versions with servers that present more than 255 bytes on connection
Labels: NeedsInvestigation

### Go version

go version go1.22.2 darwin/arm64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=''
GOARCH='arm64'
GOBIN=''
GOCACHE='/Users/dev/Library/Caches/go-build'
GOENV='/Users/dev/Library/Application Support/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='arm64'
GOHOSTOS='darwin'
GOINSECURE=''
GOMODCACHE='/Users/dev/go/pkg/mod'
GOOS='darwin'
GOPATH='/Users/dev/go'
GOPROXY='direct'
GOROOT='/usr/local/go'
GOSUMDB='off'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/usr/local/go/pkg/tool/darwin_arm64'
GOVCS=''
GOVERSION='go1.22.2'
GCCGO='gccgo'
AR='ar'
CC='clang'
CXX='clang++'
CGO_ENABLED='1'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -arch arm64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -ffile-prefix-map=/var/folders/9x/745q85m113g3dk0wrrds984m0000gp/T/go-build4011179544=/tmp/go-build -gno-record-gcc-switches -fno-common'
```


### What did you do?

The x/crypto/ssh client fails to connect to servers that present more than 255 bytes before providing the complete SSH-2.0 version string. This is at odds with OpenSSH, which is more forgiving, and handles these servers today.

This limit is defined in `ssh/transport.go`:
```
// maxVersionStringBytes is the maximum number of bytes that we'll
// accept as a version string. RFC 4253 section 4.2 limits this at 255
// chars
const maxVersionStringBytes = 255
```

An example of a semi-common Dropbear configuration that triggers this issue:

```
% nc funky-dropbear-system 22

Will output 1024 bit rsa secret key to '/tmp/dropbear_rsa_host_key.1921'
Generating key, this may take a while...

Public key portion is:
ssh-rsa AAAAB3NzaC1yc2EAAAADAQABAAAAgwCIMhjuaUs3uwh+c/eK73qeBQ09G450f/9bOlRB4nVoZPzJfxf2ss6wCddwdta0mamv+uJgUPjWXbE7XGzRRUshtLq3yy8y62XlPDSyP9KOnLNsUTioyGKMHYJJ1JG0plLPAbaotc7VE8ZZ8exv/8JaA8hQnixDBlIiOY9w89tMeQp/
Fingerprint: sha1 d7:aa:67:8d:7d:55:4e:13:d9:68:8e:4d:2a:88:b3:51:4d:87:42:ef

SSH-2.0-dropbear_2016.74
```





### What did you see happen?

The SSH client fails to connect and returns a "version overflow" handshake error.

### What did you expect to see?

A completed handshake without the overflow error.

A simple fix is to increase the number of bytes read in the version exchange:

`const maxVersionStringBytes = 1024`
Repository: pytorch
Issue: DISABLED test_execution_trace_with_kineto (__main__.TestExecutionTrace)
Labels: module: flaky-tests,skipped,oncall: profiler

Platforms: dynamo

This test was disabled because it is failing in CI. See [recent examples](https://hud.pytorch.org/flakytest?name=test_execution_trace_with_kineto&suite=TestExecutionTrace&limit=100) and the most recent trunk [workflow logs](https://github.com/pytorch/pytorch/runs/23540779903).

Over the past 3 hours, it has been determined flaky in 6 workflow(s) with 6 failures and 6 successes.

**Debugging instructions (after clicking on the recent samples link):**
DO NOT ASSUME THINGS ARE OKAY IF THE CI IS GREEN. We now shield flaky tests from developers so CI will thus be green but it will be harder to parse the logs.
To find relevant log snippets:
1. Click on the workflow logs linked above
2. Click on the Test step of the job so that it is expanded. Otherwise, the grepping will not work.
3. Grep for `test_execution_trace_with_kineto`
4. There should be several instances run (as flaky tests are rerun in CI) from which you can study the logs.


Test file path: `profiler/test_profiler.py`

cc @clee2000 @robieta @chaekit @aaronenyeshi @nbcsm @guotuofeng @guyang3532 @gaoteng-git @tiffzhaofb @dzhulgakov @davidberard98 @ezyang @msaroufim @bdhirsh @anijain2305 @chauhang
Repository: PowerToys
Issue: Is powertoys accessing windows indexing or creating it's own database.
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

An ability to use another software module to query for a file. Bypass windows search module for a simpler module with less detail results equals to a faster search with less overhead.

### Scenario when this would be used?

Voice activated search

### Supporting information

_No response_