sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: MMC Search
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

MMC is a very powerful tool for windows, however it's design dates back over 20 years. Throughout this time, I imagined it would gain some sort of "search" functionality, but alas, MMC has remained pretty much unchanged over the years.

What I would like to see is a search function added to MMC through powertoys where any snap-in can have objects found through a search mechanism.

Going back to 2000 and XP days, most of the snap-ins were limited and didn't take long to manually weed through. Services for example had maybe 50 items and scrolling though them, while still annoying, wasn't near as bad as going through the 200+ there seem to be today.

Maybe there's some internal work going on for MMC where a re-vamp is happening to add this type of functionality, but if not, adding it in through power-toys makes a lot of sense.

I realize MMC utilizes a "filter" view for most snap-ins, but it's always been cumbersome and usually deals more with the internal information of an object than finding the object itself.

### Scenario when this would be used?

Any snap-in should utilize a search functionality but two specifics that have plagued me for years are Services, Task Scheduler, & Group Policies.

Group policies is a fantastic example where someone has had to create an online database of policies, just so you can find the ones you're looking for to go back to the editor and manipulate them: https://gpsearch.azurewebsites.net/

### Supporting information

_No response_
Repository: youtube-dl
Issue: [udemy] HTTP Error 403: Forbidden (JSON)
Labels: broken-IE,account-needed

- [X] I'm reporting a broken site support issue
- [X] I've verified that I'm running youtube-dl version **2021.12.17**
- [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
- [X] I've searched the bugtracker for similar bug reports including closed ones
- [X] I've read bugs section in FAQ


## Verbose log

<!--

-->

```
youtube-dl --cookies cookies.txt https://www.udemy.com/course/desenvolvendo-para-sharepoint-com-spfx/ --verbose
[debug] System config: []
[debug] User config: []
[debug] Custom config: []
[debug] Command-line args: ['--cookies', 'cookies.txt', 'https://www.udemy.com/course/desenvolvendo-para-sharepoint-com-spfx/', '--verbose']
[debug] Encodings: locale cp1252, fs mbcs, out cp850, pref cp1252
[debug] youtube-dl version 2021.12.17
[debug] Python version 3.4.4 (CPython) - Windows-10-10.0.19041
[debug] exe versions: ffmpeg git-2020-07-13-7772666
[debug] Proxy map: {}
[udemy:course] course: Downloading webpage
[udemy:course] 3229057: Downloading course curriculum
[download] Downloading playlist: 3229057
[udemy:course] playlist 3229057: Collected 71 video ids (downloading 71 of them)
[download] Downloading video 1 of 71
[udemy] 20418981: Downloading webpage
[udemy] 20418981: Downloading lecture JSON
[udemy] 20418981: Downloading lecture JSON
ERROR: Unable to download JSON metadata: HTTP Error 403: Forbidden (caused by HTTPError()); please report this issue on https://yt-dl.org/bug . Make sure you are using the latest version; type  youtube-dl -U  to update. Be sure to call youtube-dl with the --verbose flag and include its complete output.
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\extractor\common.py", line 634, in _request_webpage
  File "C:\Users\dst\AppData\Roaming\Build archive\youtube-dl\ytdl-org\tmpupik7c6w\build\youtube_dl\YoutubeDL.py", line 2288, in urlopen
  File "C:\Python\Python34\lib\urllib\request.py", line 470, in open
  File "C:\Python\Python34\lib\urllib\request.py", line 580, in http_response
  File "C:\Python\Python34\lib\urllib\request.py", line 508, in error
  File "C:\Python\Python34\lib\urllib\request.py", line 442, in _call_chain
  File "C:\Python\Python34\lib\urllib\request.py", line 588, in http_error_default
```


## Description

<!--
Provide an explanation of your issue in an arbitrary form. Please make sure the description is worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient. Provide any additional information, suggested solution and as much context and examples as possible.
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Trying getting a paid udemy video course using --cookies and didn´t work.
Repository: PowerToys
Issue: Allow AoT to remove always on top flag on non-AOT toggled apps
Labels: Idea-Enhancement,Product-Always On Top

### Description of the new feature / enhancement

To disable AOT on programs or mini applications that don't give you the option to disable AOT.

### Scenario when this would be used?

It's annoying when programs or mini applications force you to keep them AOT when you don't want them to.

### Supporting information

_No response_
Repository: flutter
Issue: Documentation on writing tests is out of date
Labels: engine,P3,team-engine,triaged-engine

These two wiki pages are way out of date:
* https://github.com/flutter/flutter/wiki/How-to-write-a-render-speed-test-for-Flutter
* https://github.com/flutter/flutter/wiki/How-to-write-a-memory-test-for-Flutter

It would be great if we could update these. I'd like to have something I can point people to when they want to add new benchmarks.
Repository: rust
Issue: std::process::Command::spawn() leaks file descriptors on unix platforms that don't have pipe2()
Labels: C-bug,T-libs,O-unix,A-process

The [n2 project](https://github.com/evmar/n2) is a reimplementation of the [ninja](https://github.com/ninja-build/ninja) build system. As such, it launches many subprocesses. For every subprocess, it spawns a thread that runs `std::process::Command::spawn()`.

On macOS, `ninja -j250` runs fine, while `n2 -j250` runs out of file descriptors (n2 bug report: https://github.com/evmar/n2/issues/14). It looks like this is due to an FD leak in rust's standard library.

Command::spawn() in the rust stdlib unconditionally calls anon_pipe here: https://github.com/rust-lang/rust/blob/521734787ecf80ff12df7ca5998f7ec0b3b7b2c9/library/std/src/sys/unix/process/process_unix.rs#L59

anon_pipe on Linux calls pipe2 to set CLOEXEC on the pipe atomically: https://github.com/rust-lang/rust/blob/521734787ecf80ff12df7ca5998f7ec0b3b7b2c9/library/std/src/sys/unix/pipe.rs#L18

But macOS has no pipe2, so here the stdlib instead calls pipe() followed by set_cloexec: https://github.com/rust-lang/rust/blob/521734787ecf80ff12df7ca5998f7ec0b3b7b2c9/library/std/src/sys/unix/pipe.rs#L35

This means there's a window where the pipe is created but cloexec isn't set on the pipe's FDs yet. If a different thread forks in that window, the pipe's fds get leaked.

The FD leak went away when putting `std::process::Command::spawn()` behind a mutex, so it does seem like this race is in fact the cause.

---

On the n2 issue, @bnoordhuis remarks "Just throwing it out there: libstd uses posix_spawn() under the right conditions (instead of fork + execve) and macOS has a POSIX_SPAWN_CLOEXEC_DEFAULT attribute that does what its name suggests. Teaching libstd about it probably isn't too hard." This might be a possible venue for a fix on macOS, but it's possible to imagine a program that depends on some FDs staying open, and I don't know if there's a way to make POSIX_SPAWN_CLOEXEC_DEFAULT apply only to the 2 fds returned by pipe().
Repository: flutter
Issue: [Proposal]Let Flutter run animations at 60fps even if there are heavy widgets, possibly using React Fiber-like or suspend-like algorithm?
Labels: framework,c: performance,c: proposal,P3,team-framework,triaged-framework

EDIT: Design proposal https://docs.google.com/document/d/1FuNcBvAPghUyjeqQCOYxSt6lGDAQ1YxsNlOvrUx0Gko/edit?usp=sharing

---

Below (folded) are the initial proposal. However, I have realized the initial proposal has many drawbacks, and have raised new proposals. For example, [the dual isolate](https://github.com/flutter/flutter/issues/101227#issuecomment-1249005541) (click to view that comment).

<details>

Hi thanks for the framework! As we all know, React Fiber improves the performance and smoothness of React. Currently I am also observing some jank for Flutter app even after optimizing it using the tooltips in official doc, and I do hope there can be something similar to Fiber in Flutter side.

p.s. Some doc about react fiber: https://github.com/acdlite/react-fiber-architecture

I am interested in making contribution when having time as well.

</details>
Repository: next.js
Issue: accessibility: next-route-announcer bug report
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in Next.js canary release

### Provide environment information

Hello.
As you know next.js support accessibility features for new page load screen reader notification with next-route-announcer.
This feature is very helpful to screen readder user because even if new page loads, there is no DOM refresh, screen reader does not give any feedback.
However this announcer have some bugs.
1. Once I press the navigation link, announcer get document title text. It have role alert and aria-live polite, screen reader speak the text.
But in some cases, announcer get prior page title text. After that, once I press another navigation link, it gets prior title text continuously. I will demonstrate this with video.
2. Announcer text is like toast message for screen reader user. But The text is not disappeared. So screen reader user can detet toast text bottom of virtual buffer. It is confusing because this is just notification, so the text should be disappeared after some second later.
You can view this issue with mp4 video that I attached.
Please check this issue.
thank you.
[sample with video.zip](https://github.com/vercel/next.js/files/8402226/sample.with.video.zip)


### Which example does this report relate to?

This is a accessibility and screen reader related issue.

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

_No response_

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

_No response_

### Describe the Bug

1. SomeTimes, announcer gets wrong page title text.
2. Toast message is not disappeared.

### Expected Behavior

1. After new page load, announcer should get title text some seconds later, for example, 0.5.
2. Role alert is not required, just aria-live is sufficient.
3. After get title text, the text should be removed after 3 second.

### To Reproduce

I attached zip file.
You can reproduce my sample page with screen reader such as NVDA.
Also you can watch the video.
Repository: godot
Issue: Strange things in 3.5 beta 3 (missing PopupMenu hover highlights)
Labels: bug,topic:editor,needs testing

### Godot version

v3.5.beta3.official [3c0d32562]

### System information

w10 64

### Issue description

A strange error is occurring.
The current option is not highlighted in menus.
The scenes are not closed, if you click close twice, a new scene is created.
Maybe other things.

https://user-images.githubusercontent.com/19652075/161391925-e304473d-a11e-46a2-a1cf-105902c9429a.mp4




### Steps to reproduce

So far I haven't been able to find a way to reproduce it.

### Minimal reproduction project

Any project probably.
Repository: PowerToys
Issue: [PowerToys Run] Show Helpful Tips When Typing Activation Command
Labels: Idea-Enhancement,Product-PowerToys Run

### Description of the new feature / enhancement

Currently, when we type `??` in PowerToys Run box, it shows a tip:
![image](https://user-images.githubusercontent.com/10664121/161391934-8497fa3d-487d-44d0-9c05-9e55e953d8a3.png)

But when we type other commands, it won't:
![image](https://user-images.githubusercontent.com/10664121/161391971-24a40917-10cb-4d8f-b607-e1caf050c0d6.png)

Hopefully it shows tips for every command.

### Scenario when this would be used?

Every time we use this function.

### Supporting information

_No response_
Repository: create-react-app
Issue: Create React App prints webpack noise on startup
Labels: needs triage,issue: bug report

This isn't supposed to be printed. Looks like a regression.

<img width="1084" alt="Screenshot 2022-04-02 at 18 17 08" src="https://user-images.githubusercontent.com/810438/161393948-07b6ed51-9c0f-470b-bc42-db0820f0161b.png">
Repository: rust
Issue: Tracking Issue for `*mut [T]::split_at_mut`
Labels: T-libs-api,C-tracking-issue,A-slice,A-raw-pointers

<!--
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The feature gate for the issue is `#![feature(raw_slice_split)]`.

This is a tracking issue for the `split_at_mut` method on raw slice pointers

<!--
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### Public API

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```rust
impl<T> *mut [T] {
   pub unsafe fn split_at_mut(self, mid: usize) -> (*mut [T], *mut [T]);

   pub unsafe fn split_at_mut_unchecked(self, mid: usize) -> (*mut [T], *mut [T]);
}
```

### Steps / History

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- [x] Implementation: #95594
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

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### Unresolved Questions

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- None yet.
Repository: godot
Issue: Severe graphical noise effect on MacOS build
Labels: bug,platform:macos,topic:rendering,topic:thirdparty,topic:2d

### Godot version

v3.4.4.stable.official.419e713a2

### System information

MacOS, Apple M1, GLES3

### Issue description

![image](https://user-images.githubusercontent.com/67928545/161385522-aa61393e-a4db-4cee-a4ce-8cce50adfe04.png)
A noisy, animated graphical effect appears, seemingly in places where a viewport is rendered with 0 alpha. In this screenshot, this happens in two places - the sky, used for a bubble effect, and above bodies of rippling water.

Hiding the bubble sprite reduces the issue down to just the water.
![image](https://user-images.githubusercontent.com/67928545/161385686-458a8ff7-e03d-4d5e-8163-daf290ea1954.png)

Notably, this occurs even when loading the Windows build using WINE, as well as using the Windows build on a VM.

A similar effect can be observed when running the project from the android editor beta (but NOT the main android export build):
![image](https://user-images.githubusercontent.com/67928545/161386104-6c0a7c20-3adf-4663-9ff2-8762f11a7666.png)


### Steps to reproduce

I'm not entirely sure, since I haven't been able to reproduce it in an isolated form yet. However, it seems to happen when a viewport texture is loaded into a shader.

The reproduction project is a cut-down version of the game in which this issue first occurred. The issue should be visible from the get-go upon running the game.

### Minimal reproduction project

[mac_jumble.zip](https://github.com/godotengine/godot/files/8403138/mac_jumble.zip)
Repository: godot
Issue: Inconsistency in boolean validation of [Freed Object]
Labels: bug,topic:core,confirmed,regression

### Godot version

v4.0.alpha5.official [d7d528c15]

### System information

Ubuntu

### Issue description

I'm aware we ought to use `is_instance_valid()` to validate an Object.
However in Godot 4 things may be a little different since comparison with `null` is now possible.
While `[Freed Object] == null` and `not [Freed Object]` was false in Godot 3, it is now true in 4.

However, `[Freed Object]` still validates to true in an if, while `null` validates to false.
This now results in very strange behavior:

```swift
var lele = Node.new()
lele.free()

if lele and not lele:
    print("this prints")
```
or:
```swift
if lele == null:
    print(lele, " is null")

if lele:
    print(lele, " is true")

if not null:
    print("null is false")
```
```
[Freed Object] is null
[Freed Object] is true
null is false
```

Many new users try comparison with null first before learning about `is_instance_valid()` (why this doesn't work in Godot 3 is a very common question). Since this yields the expected result now, they'll likely stick to it and never learn about `is_instance_valid()`. Treating `[Freed Object]` like `null` will however end up in users assuming `if [Freed Object]:` will validate to false, which it does not.

So here's the two solutions I can see (either or):
- Behavior of Godot 3 should be restored
    - Meaning `[Freed Object] == null` and `not [Freed Object]` should both be false again
- `if [Freed Object]:` should validate to false as well
    - Which would reduce complexity as we could actually do away with `is_instance_valid()`

### Steps to reproduce

Run example code in a `_ready` function.

### Minimal reproduction project

_No response_
Repository: godot
Issue: LineEdit and TextEdit have a signal with same name, description and use case, but are not equal.
Labels: discussion,documentation,topic:gui

### Godot version

3.4.4 and 4.0-Alpha5

### System information

Doesn't matter

### Issue description

LineEdit and TextEdit are two nodes that are used for same thing **write text**, so why this two very similar nodes have a signal with same name and description has different method call? This is consistency error.

The proposal of solution is add the param (new_text: String) to TextEdit. To keep the consistency with other signal that also have _changed in it's name.

The signal I'm taking about is:
_LineEdit:_ text_changed(new_text: String)
_TextEdit:_ text_changed()

### Steps to reproduce

Consistency error/bug no reproducing steps are needed.

### Minimal reproduction project

Any godot project
Repository: rust
Issue: When `rustdoc` tests crash, it is very difficult to investigate the failure
Labels: T-rustdoc,A-doctests

One of the rustdoc tests is crashing and the output is:

```
---- src/lib.rs - span (line 28) stdout ----
Test executable failed (terminated by signal).
```

It is extremely difficult to actually debug this – I know rustdoc compiles a test binary and runs it, but there is no intuition whatsoever as to where to look for the executable in question!

On failures like these, I feel like we should print a path to the executable (much like cargo does).
Repository: create-react-app
Issue: facebook/create-react-app
Labels: needs triage,issue: bug report

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Repository: create-react-app
Issue: https://www.internalfb.com/intern/bug-bounty/get-canary-token
Labels: needs triage,issue: bug report

These guidelines are to help understand the payout decisions for each focus area and the methodology we apply when awarding bounty payouts. Each guideline provides a maximum payout for a particular bug category and describes what mitigating factors would prompt a deduction from that amount. In general, the more mitigating factors that exist, the lower the bounty will be.

The triage team will apply these guidelines when assessing reports submitted to our program, however as these are only guidelines, it is within the team’s sole discretion to assess the mitigating factors and deduction amounts on a case-by-case basis.
Repository: godot
Issue: Shadows not cast for single frame from Light2Ds (GLES3)
Labels: bug,topic:rendering,confirmed,topic:2d

### Godot version

3.4.3.stable (242c05d12), 3.5.beta (99c07c92e)

### System information

macOS 12.2.1, macOS 10.15
GLES3

### Issue description

Lights (intermittently) do not cast shadows when first added to the scene tree. There is a single frame where nodes that should be occluded are illuminated by newly instantiated Light2Ds.

Behaviour tested in 3.4.3 `242c05d12` and 3.5.beta `99c07c92e`.

Originally mentioned in #52251 ([comment](https://github.com/godotengine/godot/pull/52251#issuecomment-1086714865)).

### Steps to reproduce

1. Run the attached repro project.
2. Add Light2Ds by clicking around occluders.

Note that the sprites containing occluders are sometimes illuminated by the lights for a single frame before shadows are cast.

### Minimal reproduction project

[shadow_flicker_repro.zip](https://github.com/godotengine/godot/files/8403612/shadow_flicker_repro.zip)
Repository: create-react-app
Issue: facebook/create-react-app
Labels: needs triage,issue: bug report

facebook/create-react-app/issues/11930
Repository: godot
Issue: InputMap "ui_down" + Left Stick gamepad + ItemList - handled as "ui_up"
Labels: bug,needs testing,topic:input

### Godot version

3.5 b2 (Not possible but worth checking out 4.0)

### System information

system independent problem 

### Issue description

I have added to InputMap Left Stick gamepad:
![1](https://user-images.githubusercontent.com/11189223/161408035-bc6456e9-bca6-47f9-8798-506dcf1faee7.png)

When I use it on the ItemList control, the event ui_down handled as ui_up .


### Steps to reproduce

1. Start project
2. Control left stick 

### Minimal reproduction project

[TEST.zip](https://github.com/godotengine/godot/files/8403658/TEST.zip)
Repository: godot
Issue: RichTextLabel does not scroll when using gamepad
Labels: bug,topic:input,topic:gui

### Godot version

3.5 b2 (Not possible but worth checking out 4.0)

### System information

system independent problem

### Issue description

A RichTextLabel filled with content over the size of a RichTextLabel on the screen gets a scrollbar, but it impossibly scrolled when using a gamepad.

### Steps to reproduce

1. RichTextLabel in focus
2. Any action with the gamepad 

### Minimal reproduction project
[TEST.zip](https://github.com/godotengine/godot/files/8406696/TEST.zip)