sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Backup: ideas for locating files
Labels: Idea-Enhancement,Product-Settings,Needs-Team-Response

### Description of the new feature / enhancement

- I created a back-up in the standard location.
- PT Settings shows properties (file name, date, machine name) of this file.
- In Explorer I renamed the file to represent my computer - like "office" or "living room" or "surface"
- PT Settings lost the link to the file.

Note that the button <kbd>Recover</kbd> does not work, because it searches for one specific file (name).
Also remember that a clean install of PT has no history knowledge, so it can't possibly load a file!

My idea is to not cling to one specific file (name), but - in the folder - look for files with the .ptb extension. I personally would use the file name = the device name. In that case, the code-behind can _first_ search for the file that has the same name as the current device. If not found, show the number of ptb files and if more then one file exists, the button <kbd>Recover</kbd> would FileOpen dialog, so I can select the file that I want.

### Scenario when this would be used?

Creating back-ups for different devices and being able to recover from a file that doesn't have a default name.
Repository: godot
Issue: Low velocity collision not reported when using move_and_collide in 2D physics
Labels: bug,topic:physics,topic:2d

### Godot version

Godot Engine v3.5.1.stable.official.6fed1ffa3

### System information

Windows 10, OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2

### Issue description

When an object is moved using `move_and_collide` with low velocity and collides with another object, the collision is not returned. The objects do not pass through each other, indicating the collision is detected, it is just not returned.

Similar problem was described in #62153, where this happens in 3D Bullet physics. Here, the issue is present in 2D physics.


### Steps to reproduce

Project with the problem present: [move_and_collide_problem.zip](https://github.com/godotengine/godot/files/9903950/move_and_collide_problem.zip)

Run the project, top box moves into the bottom box, but does not turn red (indication of returned collision).
However, if the velocity is increased in the `KinematicBody2D` object script, the box does turn red on collision.

`Vector2.DOWN * 4 * delta` and lower velocity does not trigger the collision response
`Vector2.DOWN * 5 * delta` and higher velocity does

The problem does not exist in 3.4.4

### Minimal reproduction project

_No response_
Repository: go
Issue: mime: ParseMediaType can parse something FormatMediaType can't reformat
Labels: NeedsInvestigation

During fuzzing some custom HTTP request handling of my own I discovered a Content-Type `#;*0=""` which `mime.ParseMediaType` is happy to parse more or less as I would expect without error, but for which `mime.FormatMediaType` returns an empty string indicating some part of it is invalid.

I'm not familiar enough with the details of the relevant standards to say which of the two is correct - I seriously doubt anyone needs it to be valid - but these two functions should probably agree on whether it's valid or not.

It seems possibly related to, but the impact is distinct from, #43128.

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.19.3 linux/amd64
</pre>

But also reproducible on go.dev.

### What did you do?

https://go.dev/play/p/oeqtYtq72MY


```go
	t, param, err := mime.ParseMediaType(`#;*0=""`)
	fmt.Printf("%q, %+v, %+v\n", t, param, err)
	fmt.Printf("%q", mime.FormatMediaType(t, param))
```

### What did you expect to see?
An error during parsing, or some non-empty equivalent media type when reformatted:
```
"#", map[:], <nil>
"#;*0=\"\""
```

### What did you see instead?
```
"#", map[:], <nil>
""
```
Repository: neovim
Issue: Inherent window borders
Labels: enhancement,ui

### Feature already in Vim?

No

### Feature description

I would like to have borders (on all 4 sides) an inherent feature available to Neovim windows.

**Why?**

1- Esthetic
I think some people may enjoy the appearance of stylized borders around their windows. This is obviously subjective and individuals could enable/disable those borders as desired, as well as customize them.

2- Identification of currently active window
Although there are workarounds for this, I think a lot of them are sub-optimal (e.g.: using winhighlight to change the appearance within the active window, using cursorcolumn, relying on statusline, etc.)

What I would like is a workflow similar to tiling managers like i3 and be able to identify the currently active window by setting a border around all 4 sides of that window. Example:
![image](https://user-images.githubusercontent.com/7985687/200184838-d1bbc11c-f76e-4fd6-9684-2c43c946fe7d.png)

While Neovim currently has a concept of separator, it still lacks the required flexibility since it is controlled only by the window to the left and is only meant for separation, not identification. Even if you change the highlight of the separator, you still end up in situations where you have 2 windows, and the appearance of the separator is not an intuitive visual cue of the active one:
![image](https://user-images.githubusercontent.com/7985687/200184390-61a33904-12c8-4b94-aa39-cfc0f68f7bd0.png)

With each window having its own border, you could only show the border for the currently active window like so:
![image](https://user-images.githubusercontent.com/7985687/200184531-84894a84-2c44-4efc-af46-a69e666b5259.png)
(Please excuse my terrible image editing skills, end result would obviously look much better)


3- Added visual information
Another use case could be to add quick visual information between windows. For example, you could have different borders or color of borders depending on characteristics of the underlying buffer (e.g.: plugin authors could have different window border on uncomitted git files or unsaved files, etc.)
Repository: PowerToys
Issue: JPEG-XL viewer
Labels: Idea-New PowerToy,Product-File Explorer

### Description of the new feature / enhancement

Could we, please, have JXL preview and thumbnails, please?

### Scenario when this would be used?

JPEG-XL has [several advantages](https://cloudinary.com/blog/how_jpeg_xl_compares_to_other_image_codecs) over prehistoric JPEG. Adobe Camera RAW and Affinity Photo already supports it. XN-View as well. To be able to view them on Windows would be soooo useful!

### Supporting information

Maybe [this](https://github.com/saschanaz/jxl-winthumb) could be useful.
Repository: godot
Issue: Won't let me hit play, with the following error
Labels: bug,topic:editor,needs testing

### Godot version

Godot Engine v3.5.1 stable mono official

### System information

Windows 11 GLES2,GLES3, intel UHD graphics version 30.0.101.1960

### Issue description

Godot Engine v3.5.1.stable.mono.official (c) 2007-2022 Juan Linietsky, Ariel Manzur & Godot Contributors.
--- GDScript language server started ---
Switch Scene Tab
 platform/windows/os_windows.cpp:2922 - Condition "ret == 0" is true. Returned: ERR_CANT_FORK
 editor/editor_node.cpp:5532 - An EditorPlugin build callback failed.


### Steps to reproduce

Trying to hit play regardless of what the scene is

### Minimal reproduction project

_No response_
Repository: PowerToys
Issue: [Hosts file Editor] New setting: Placement of new entries
Labels: Idea-Enhancement,Needs-Triage,Product-Hosts File Editor

### Description of the new feature / enhancement

The issue #21657 created by @Lord-ZuzurNC brought me to the idea that we cna add a setting where to place new entries.

The setting should allow to choose if new entries added at the bottom or the top of the existing entreis list.

### Scenario when this would be used?

On large files it can be helpful to add new entries at the top of the list.

### Supporting information

The setting can be placed in the "File" section of the Hosts Editor settings page.
Repository: node
Issue: Request for large-runners on Github CI
Labels: build

We are currently using Github CI for `test-asan.yml`, `test-linux.yml`, `text-macos.yml` which uses the latest version on all of the workflows. Linux CI machines have 2 cores and macOS machines has 3 cores by default. Latest PR by @Trott shows that using `-j3` instead of `-j2` on macOS builds reduces the build time by 34 minutes (Referencing: https://github.com/nodejs/node/pull/45340).

There was a pull request open by @targos to use large runner (https://github.com/nodejs/node/pull/44908) but later closed due to the unavailability due to Github internals (Referencing @bnb's comment: https://github.com/nodejs/node/pull/44908#issuecomment-1273860959). @richardlau opened a different pull request for using large runners for `test-asan` (Referencing https://github.com/nodejs/node/pull/45097), but closed it due to `Github's billing system` (Referencing: https://github.com/nodejs/node/pull/45097#issuecomment-1286715840)

Due to the latest issues with macOS machines (referencing: https://github.com/nodejs/build/issues/2917), I'd like to open an issue to keep track of the process of requesting and getting access to large runners on Github. Even though the issue with the macOS builds is not related to the GitHub machines, it might be good to rely more on Github hosts and less on the Jenkins hosts for macOS, maybe with the possibility of removing them entirely.

Even though I don't know what is the correct spec for the node.js builds, afaik the larger the core size, the faster the builds are done. Therefore I believe that getting access to 64 cores of large runners is appropriate for us. (For the full list: https://docs.github.com/en/actions/using-github-hosted-runners/using-larger-runners)

cc @nodejs/tsc
Repository: godot
Issue: Vulkan: TAA causes snapping effect when a camera and a light source are moving together
Labels: discussion,topic:rendering,topic:3d

### Godot version

4.0 beta 4

### System information

Windows 10, Vulkan Clustered, GTX 650 Ti 2GB

### Issue description

When parenting a camera and a light source (spot or omni) to a character and moving, having TAA on causes a sort of snapping effect on the light. Also, any other moving lights will have the same happen to them to a lesser extent. It doesn't happen to stationary lights.


https://user-images.githubusercontent.com/25274301/200192353-d63bd610-6fcb-4a06-953e-a49bc6f7690c.mp4




### Steps to reproduce

- Create a dark scene with a low roughness material on the floor, preferably with a normal map.
- Add a moving light and camera to the scene and turn TAA on.

### Minimal reproduction project

[LightTAA.zip](https://github.com/godotengine/godot/files/9946709/LightTAA.zip)
Repository: stable-diffusion-webui
Issue: [Feature Request]: persist script state across restarts
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

I seem to be a bit short on RAM so my launch.py gets OOM killed pretty frequently, especially when using scripts and batch mode for some reason. after restarting the process and reloading the webpage, the configuration of scripts is lost.

so: store the script state in `params.txt`, or maybe a second file e.g., `script-params.txt`.

### Proposed workflow

1. server gets OOM killed and dies,
    - or you `^C` the process yourself, walk away from your pc, and come back the next day
3. manually restart server
4. refresh webpage
5. press the ↙️ button
6. everything is back the way you set it, including the selected script and the options for the script.


### Additional information

could also store the script state in a cookie or localstorage or something like that
Repository: create-react-app
Issue: Please individually package `react-error-overlay`'s utils
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

I feel like the ecosystem would benefit from the frame/stack/parsing logic in `react-error-overlay` being packaged up as helpers people can use directly, instead of inline inside the error overlay code. 

Next.js and Create React App have good error reporting, and pretty much everything else doesn't, even big projects like Vite. And I think part of the reason is because the logic to print nice errors, editor links, frame context, etc. is super convoluted. 

If those internal utils were packaged nicely, so people can style them for their own purposes it would greatly benefit the ecosystem—it's probably one of the biggest DX levers that could be easily pulled.
Repository: rust
Issue: Need a lifetime hint for E0409 "variable is bound inconsistently"
Labels: A-diagnostics,T-compiler,F-or_patterns,D-papercut,D-invalid-suggestion,A-patterns

From https://users.rust-lang.org/t/how-to-match-t-and-t-in-the-same-arm/83835

Given the following code: [playground](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=720f081ede76833bd2299d7eecfb7dbd)

```rust
enum Foo<'a, T> {
    A,
    B(T),
    C(&'a T),
}

fn main() {
    let foo = Foo::<'static, ()>::A;
    
    match foo {
        Foo::A => {},
        Foo::B(ref t) | Foo::C(t) => todo!(),
    }
}
```

The current output is:

```
error[E0409]: variable `t` is bound inconsistently across alternatives separated by `|`
  --> src/main.rs:12:32
   |
12 |         Foo::B(ref t) | Foo::C(t) => todo!(),
   |                    -           ^ bound in different ways
   |                    |
   |                    first binding
```

The cause of the error is a lifetime difference, where `B(ref t)` binds `&'_ T` (for some local lifetime) and `C(t)` binds `&'static T`. It would be nice to have a hint about this, possibly suggesting a fix into `C(&ref t)` to reborrow that reference.

(Even better if the language/compiler could make that happen automatically!)
Repository: rust
Issue: [BUG] cargo test --doc may create tests in noexec folder on Windows
Labels: O-windows,T-rustdoc

Reopening: https://github.com/rust-lang/rust/issues/40065
The issue was closed because there is an "easy fix", however said easy fix does not work on Windows.

# Issue
It is impossible to run `cargo test --doc` on Windows in some environments (particularly corporate environments with tight security). Doctests are created in the default tmp folder for the active user, however said tmp folder may be noexec. 

![image](https://user-images.githubusercontent.com/10907577/200196916-526eb5a0-bd29-47de-9d26-085e3d948012.png)
Therefore, I would like for the possibility to set the TEMPDIR location on Windows to be specifiable via cargo config (or any other mean).
Repository: godot
Issue: Unstable orbits with gravity points
Labels: bug,topic:physics

### Godot version

3.5

### System information

Windows and Linux

### Issue description

When a physics object is orbiting an Area2D that has the gravity point setting, I expect the orbit to be stable and symmetrical, and not to vary over time.

I've tried tweaking many random settings, including changing the physics engine to GodotPhysics rather than default (Bullet), but the settings don't seem to make a difference.

Note that the gravity calculation is done here: https://github.com/godotengine/godot/blob/afeb7572e3a536f7c4411d0ddcc394c506c92eb8/servers/physics_2d/godot_area_2d.cpp#L305

### Steps to reproduce

1.  a "GravityWell" Area2D which has a huge radius, large enough to ensure that the "Player" is always inside of it
2.  a "Player" RigidBody2D which has an initial velocity of x:0, y:100

### Minimal reproduction project

Reproduction project: https://github.com/Harvzor/godot-gravity-test

There's also a video on the repo which shows the issue: https://raw.githubusercontent.com/Harvzor/godot-gravity-test/master/godot-gravitytest.webm
Repository: godot
Issue: Godot 4: TileMap Selection/Paint Mode doesn't show tile coordinates/info or highlight tile.
Labels: enhancement,topic:editor,usability,topic:2d

### Godot version

v4.0.beta4.official [e6751549c]

### System information

Windows 10

### Issue description

![image](https://user-images.githubusercontent.com/25791994/200207647-489ee443-83a0-47d1-a767-92c5c9e72284.png)

Tile coordinates/info highlighted placement tile missing in Godot 4 vs Godot 3.5.

Not sure if it's a bug, or a feature that was missed in the reworked TileMap. Regardless, it's useful to quickly check a tile's coordinates, and the highlighted placement tile is nice QoL.

### Steps to reproduce

- Click TileMap node
- Select 'Select Mode'
- Click TileMap in the bottom dock
- Click Selection (Selection mode highlights tile on click, but doesn't provide coordinates/info)
- Paint mode doesn't highlight tile


### Minimal reproduction project

_No response_
Repository: pytorch
Issue: What causes CPU to degrade when I load the weight with torch.hub.load()
Labels: module: cpu,triaged,module: hub,intel

### 🐛 Describe the bug

## My problem
Hi @pytorchbot 

I use detect.py file to detect object then CPU: 78.1%.
On the other hand, I  load weight by **_torch.hub.load()_** then CPU: 16,2%. 
- torch.hub.load()
![Screenshot from 2022-11-04 15-43-55](https://user-images.githubusercontent.com/83366198/199931602-25dbd47d-26c3-44f1-aeef-1fe65100d775.png)

- run detect.py
 
![Screenshot from 2022-11-04 15-51-50](https://user-images.githubusercontent.com/83366198/199932821-5232721a-f356-4aba-aef8-4b15093f3fd6.png)

Can you point out what the cause is?

### Versions

i load weight by **torch.hub.load()** such as in line 10: https://github.com/TRINHHOANGANH/test_yolov5_torch_hub.git
![image](https://user-images.githubusercontent.com/83366198/200096005-faca8e3d-30e2-4c5b-bb98-f04609b6c8c6.png)

cc @VitalyFedyunin @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10 @nairbv @NicolasHug @vmoens @jdsgomes
Repository: rust
Issue: help clause points to adding where clause on impl when it should be on function
Labels: A-diagnostics,T-compiler,A-suggestion-diagnostics,D-papercut,D-newcomer-roadblock,D-invalid-suggestion

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=e5d9c21342f0c0824ddba9445daf7cb1

```rust
struct A {
    x: String
}

struct B {
    x: String
}

impl From<A> for B {
    fn from(a: A) -> Self {
        B { x: a.x }
    }
}

impl B {
    pub fn from_many<T: Into<B> + Clone>(v: Vec<T>) -> Self {
        B { x: v.iter().map(|e| B::from(e.clone()).x).collect::<Vec<String>>().join(" ") }
    }
}

fn main() {
    let b: B = B { x: "foobar".to_string() };
    let a: A = A { x: "frob".to_string() };
    let ab: B = a.into();
    println!("Hello, {}!", ab.x);
}
```

The current output is:

```
error[[E0277]](https://doc.rust-lang.org/stable/error-index.html#E0277): the trait bound `B: From<T>` is not satisfied
  --> src/main.rs:17:41
   |
17 |         B { x: v.iter().map(|e| B::from(e.clone()).x).collect::<Vec<String>>().join(" ") }
   |                                 ------- ^^^^^^^^^ the trait `From<T>` is not implemented for `B`
   |                                 |
   |                                 required by a bound introduced by this call
   |
help: consider introducing a `where` clause, but there might be an alternative better way to express this requirement
   |
15 | impl B where B: From<T> {
   |        ++++++++++++++++
```

Ideally the output should look like:

```
...
help: consider introducing a `where` clause, but there might be an alternative better way to express this requirement
   |
pub fn from_many<T: Into<B> + Clone>(v: Vec<T>) -> Self
where B: From<T> {
...
}
```

link to stack overflow: https://stackoverflow.com/questions/74342563/convert-vector-of-type-a-to-type-b-where-a-is-convertible-to-b?noredirect=1#comment131245422_74342563
Repository: youtube-dl
Issue: how do I command m3u8 video and audio links
Labels: question

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So I have a video m3u8 url and a mp3 m3u8 url, downloading them separately works but I don't know how to combine the m3u8 urls in one command.
Here is the example of the video url command:

youtube-dl -o Sleepless_episode_2.mkv "https://va04-edge.tmncdn.io/wp-content/uploads/Sleepless/episode_2/media-1/stream.m3u8/" --user-agent "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/107.0.0.0 Safari/537.36" --referer "https://muchohentai.com/" --no-check-certificate

this is the audio url:
https://va02-edge.tmncdn.io/wp-[content/uploads/Sleepless/episode_2/audio/aac/ja/stream.m3u8

is there a way to implement adding the audio url to the above video url command.

thank you for any help!!
Repository: bitcoin
Issue: Update BnB upper bound to use `min_viable_change`
Labels: Feature,Wallet

**Context**:
`SelectCoinsBnB` uses `cost_of_change` as the upper bound for the search of changeless solution. However when building a tx the actual range for dropping change is determined by `min_viable_change` and `change_fee` (see `SelectionResult::GetChange`).

```
min_viable_change = std::max(change_spend_fee + 1, dust);
cost_of_change = change_spend_fee + change_fee;
```

That means that BnB forgoes some of the changeless solutions in cases when dust threshold is higher than `change_spend_fee`.

**Proposal**:
Update BnB upper bound to be consistent with tx building, i.e. it should use exactly the same threshold for when the change is viable.