sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: [feature request] - FancyZones - Non-primary button to switch amongst layouts
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Remembering which actual keyboard shortcut (Win + Ctrl + Alt + Number) is which to switch amongst layouts is not useful. It is a simple matter of trial and error and remembering if the 3 keys had to be pressed or just 2 before the number.

Using the non-primary button to switch (rotate actually) amongst layouts should be a lot more intuitive, because it gives visual feedback when one is actually trying to place a window.

Example:

  - User presses "Shift" and Drags the window. The current active layout shows up
  - The user does not want the layout, presses a non-primary button and the next layout is active
  - if the user wants another layout it can simply press again a non-primary button and the next layout will be active
  - Obviously, when the last layout is reached, further pressing a non-primary button will go back to the 1st layout

Note:
  - One may also assign a key (like Ctrl) to perform the switch amongst layouts

### Scenario when this would be used?

When dragging the window and wanting to use a different layout.

Rather than having to stop the operation and use a keyboard shortcut, the next layout can be activated on the fly.

### Supporting information

This option is mutually exclusive with activating the zones by using the non-primary button, as the non-primary button would now activate the next layout.
Repository: godot
Issue: In 4.0.beta version function "Close Other Tabs" in the script editor works incorrect
Labels: topic:editor

### Godot version

v4.0.beta.custom_build [269fa20]

### System information

Ubuntu 22.04.1

### Issue description

Similarly issue #71151, but there are specificities:
- debugger returns an error:
`ERROR: Can't make active a Viewport that is already active. at: viewport_set_active (servers/rendering/renderer_viewport.cpp:874)`

- selected tab in screen is third, but actually is first, because impossible move it up (see screenshot).
![close_godot-4 0-beta](https://user-images.githubusercontent.com/96838551/211524261-6566c78a-8065-46e0-8cea-da377946cdb1.png)

After clicking to other tab display is restored.
Maybe, problem is in the ScriptEditor::queue_close_tabs() (editor/plugins/script_editor_plugin.cpp).

### Steps to reproduce

1. Open two scripts in external editor and edit both.
2. Open doc tab in editor.
3. Right-click on the doc tab and select "Close Other Tabs".
4. Choose "Cancel" in the save confirm dialog.
5. Open context menu for doc tab.

### Minimal reproduction project

N/A
Repository: neovim
Issue: fillchars: add `foldend` to customize the end of expand-fold's char
Labels: enhancement,folds,options

### Problem

![image](https://user-images.githubusercontent.com/97107165/211538952-56840179-71b5-452e-828c-fc77a445a1e5.png)

I would like to know if we can customize line 84's fold ending char, this may be cool!!!

### Expected behavior

like this :
```
|
|
|
|
|
L
```
Repository: ant-design
Issue: New Component: Footer
Labels: ☘️ New Component,Inactive

https://daisyui.com/components/footer/

https://github.com/react-component/footer
Repository: vscode
Issue: A setting to change the minimum scrollbar height
Labels: feature-request,editor-core,under-discussion

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

It would be nice to have a setting to change the minimum scrollbar height. I understand that the scrollbar has a minimum height to make it easier to drag with the mouse, but I always drag the minimap slider to scroll and I never drag the scrollbar.
![A setting to change the minimum scrollbar height](https://user-images.githubusercontent.com/122349938/211541493-def1dd90-e708-4f8b-920d-108ce49f6424.png)

This is similar to: https://github.com/microsoft/vscode/issues/160804
Repository: material-ui
Issue: [Select] MuiNativeSelect-iconOpen is not applied when control is opened
Labels: bug 🐛,component: select

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
The issue is visible on the component's demo page in the documentation: [Select](https://mui.com/material-ui/react-select/#native-select).
Steps:

1. Open the demo page on a mobile device or a browser's emulated mobile view
2. Click on the Native Select demo component


### Current behavior 😯

The icon does not rotate because the MuiNativeSelect-iconOpen class is not applied to the icon when the control is opened.

### Expected behavior 🤔

The icon rotates because the MuiNativeSelect-iconOpen class is applied to the icon, just like it works for the regular Select component.

### Context 🔦

I was trying to implement a custom dropdown icon and overriding the MuiNativeSelect-iconOpen did not do anything despite being mentioned on the component's [api documentation](https://mui.com/material-ui/api/native-select/#css), leading me to notice that said class is never actually applied to the icon.

### Your environment 🌎

Irrelevant considering this issue also occurs on the component's demo page.
Repository: opencv
Issue: SIFT detector has bias of 0.25 pixels due to chosen interpolation scheme in scale pyramid
Labels: bug,category: features2d

### System Information

System agnostic

### Detailed description

The configurable yet default option is to upscale image first in the scale pyramid to double the original size. This is currently done by INTER_LINEAR_EXACT/INTER_LINEAR, which sample the image somewhat equidistantly given the area pixels cover as squares. In any case this means that the interpolated image along axis and flipped axis (imagine rotating or reflecting the image) is the same, but when downsampled again by nearest, the expected keypoint location is shifted by 0.5 when downsampling on the original axis (taking even pixels only) and the flipped axis (even pixels there = odd pixels on the original axis). The image downscaled again back to the original size is not the same on the flipped axis (i.e. this up/downscaling is not rotation/reflection equivariant) and has the bias of 1/4 pixels for rotations and (1-s)/4 pixels for downscaling (where s is the scale). 
The solution is to use a different interpolation scheme in upscaling in the scale pyramid, that simply map even pixel indices at 2x to pixels at x in the original image and interpolate between them for the odd indices. For indices at 2d-1 (d is the original size of the image along a given axis) let's replicate (would map to 2d - 2 in upscaled / to d-1 in the original image).
This way the operation of upscale/downscale by 'nearest' would result in exactly the original input image and thus would become rotation / reflection equivariant. See the minimal example:

original axis:
(0, 1, 2, 3) would become 
(0, 0.5, 1, 1.5, 2, 2.5, 3, 3)
downscaled again by 'nearest':
(0, 1, 2, 3)

flipped axis:
(3, 2, 1, 0) would become 
(3, 2.5, 2, 1.5, 1, 0.5, 0, 0)
downscaled again by 'nearest':
(3, 2, 1, 0)

See this repo for notebooks showing the issue for OpenCV and Kornia:
https://github.com/vicsyl/dog_precision

Most importantly 
https://github.com/vicsyl/dog_precision/blob/master/Accuracy%20of%20homography%20estimation.ipynb 


### Steps to reproduce

See 
https://github.com/vicsyl/dog_precision

### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: rust
Issue: Inaccurate debuginfo for pointer types in PDB
Labels: A-debuginfo,T-compiler,O-windows-msvc,C-bug

Consider the following code compiled using `x86_64-pc-windows-msvc` toolchain:

```rust
fn func(
    my_string: String,
    my_string_ref: &String,
    my_string_ref_mut: &mut String,
    my_string_ptr_const: *const String,
    my_string_ptr_mut: *mut String,
) {
    zzz(); // break
}
```

References and raw pointers are practically indistinguishable during debugging:

![parameter_types](https://user-images.githubusercontent.com/4854600/211566386-8b264998-96fb-4656-a97f-2ff33f15d466.PNG)

In the raw PDB dump, we can see that `my_string_ref`, `my_string_ref_mut`, `my_string_ptr_const`, and `my_string_ptr_mut` share the same type:

<details><summary>PDB dump</summary>
<p>

```
2848 | S_LOCAL [size = 20] `my_string`
  type=0x115A (alloc::string::String&), flags = param
2868 | S_DEFRANGE_FRAMEPOINTER_REL [size = 20]
  offset = -40, range = [0001:5606,+56)
  gaps = 2
2888 | S_DEFRANGE_REGISTER [size = 16]
  register = RCX, may have no name = false, range start = 0001:5606, length = 21
  gaps = []
2904 | S_LOCAL [size = 24] `my_string_ref`
  type=0x1071 (alloc::string::String*), flags = param
2928 | S_DEFRANGE_FRAMEPOINTER_REL [size = 16]
  offset = -32, range = [0001:5622,+56)
  gaps = 2
2944 | S_LOCAL [size = 28] `my_string_ref_mut`
  type=0x1071 (alloc::string::String*), flags = param
2972 | S_DEFRANGE_FRAMEPOINTER_REL [size = 16]
  offset = -24, range = [0001:5622,+56)
  gaps = 2
2988 | S_LOCAL [size = 32] `my_string_ptr_const`
  type=0x1071 (alloc::string::String*), flags = param
3020 | S_DEFRANGE_FRAMEPOINTER_REL [size = 16]
  offset = -16, range = [0001:5622,+56)
  gaps = 2
3036 | S_LOCAL [size = 28] `my_string_ptr_mut`
  type=0x1071 (alloc::string::String*), flags = param
3064 | S_DEFRANGE_FRAMEPOINTER_REL [size = 16]
  offset = 48, range = [0001:5622,+56)
  gaps = 2
```

</p>
</details>


### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.68.0-nightly (3020239de 2023-01-09)
binary: rustc
commit-hash: 3020239de947ec52677e9b4e853a6a9fc073d1f9
commit-date: 2023-01-09
host: x86_64-pc-windows-msvc
release: 1.68.0-nightly
LLVM version: 15.0.6
```
Repository: storybook
Issue: [Bug]: Storybook doesn’t work with unplugin icons
Labels: bug,builder-vite

### Describe the bug

When adding unplugin/icons for sveltekit, it fails due to the docgen plugin.

### To Reproduce

```shell
https://github.com/enyo/storybook-test/tree/main/my-app
```


### System

_No response_

### Additional context

https://discord.com/channels/486522875931656193/1061953675263742042
Repository: stable-diffusion-webui
Issue: [Feature Request]: Interrupt DDIM sampling for LDSR upscaling.
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 ?

Allow to interrupt running DDIM sampler while using LDSR upscaler. I can interrupt the model running before and after, but sometimes I use a lot of steps for DDIM, and can't interrupt it.

### Proposed workflow

1. Click on "Interrupt" button
2. It interrupts even upscaling with DDIM sampler


### Additional information

_No response_
Repository: rust
Issue: Associated type with a `'static` bound still captures lifetimes when using `impl Trait`.
Labels: A-lifetimes,A-impl-trait,C-discussion,T-types

Using a returned `impl Trait` for a trait with an associated type and not specifying the associated type leads to the following error:
```
error[E0700]: hidden type for `impl Trait + 'static` captures lifetime that does not appear in bounds
```
..even when `+ 'static` is specified, meaning no lifetimes should be captured. Adding `#![feature(associated_type_bounds)]` and instead using `impl Trait<AssocType: 'static>` as a return type solves the issue. I'm not sure if this is intended behavior - it seems pretty strange since `AssocType` is defined with a `'static` bound. See the code below for a reproducible example.


```rust
#![feature(associated_type_bounds)]

trait Anything {}
impl<T: ?Sized> Anything for T {}

trait Thing {
    type Output: 'static;

    fn calc(&mut self) -> Self::Output;
}

impl<'a> Thing for &'a u8 {
    type Output = u8;
    
    fn calc(&mut self) -> u8 { **self }
}

// uncomment the bound to make it work
fn get_thing(x: &u8) -> impl Thing /* <Output: 'static> */ + '_ {
    x
}

fn f(n: &u8) -> impl Anything + 'static {
    let mut t = get_thing(n);
    t.calc()
}
```

### Meta

`rustc --version --verbose`:
```
rustc 1.67.0-nightly (c090c6880 2022-12-01)
```
Repository: pytorch
Issue: Proxy/cache server option/hooks for downloading model checkpoints and dataset archive files in cloud environment
Labels: triaged,module: hub

### 🚀 The feature, motivation and pitch

Often in cloud environments, we may want to cache the pretrained model checkpoints (e.g. certain torchvision resnet50) and dataset archives (e.g. COCO tar files) on a custom endpoint (e.g. S3 bucket with http access) for faster downloads and avoiding overloading public servers, especially given problems with over-downloading in all DDP replicas:  https://github.com/pytorch/pytorch/issues/68320

It would be nice to have some mechanisms / hooks in torch domain libraries for rewriting the URLs. (maybe in torch.hub?)

It would also be nice to generalize content-addressability of checkpoints (at least as an option). Currently some checkpoints have hashes in their file names in torchvision, but maybe it's not made obligatory.

An advanced hook could by itself avoid race-conditioned downloads and could by itself download to S3 bucket (via boto3) and then return the fixed path

### Alternatives

_No response_

### Additional context

_No response_

cc @nairbv @NicolasHug @vmoens @jdsgomes
Repository: godot
Issue: BakedLightmap causes FPS drops with moving dynamic objects when baked with Capture enabled
Labels: bug,topic:rendering,confirmed,topic:3d,performance

### Godot version

3.5.stable

### System information

Windows 10, GLES3

### Issue description

Having BakedLightmap enabled makes your FPS fall down drastically if you change rotation, traslation or play animation for mesh.


### Steps to reproduce

Bake lightmap, move objects around.

### Minimal reproduction project

https://files.catbox.moe/iqn644.zip
Repository: godot
Issue: RichTextLabel's scrollbar ignores theme's `scroll_focus` style
Labels: bug,topic:gui

### Godot version

3.5

### System information

MacOS Big Sur

### Issue description

Styling the VScrollbar in a theme works fine for a RichTextLabel's scrollbar, except for the `scroll_focus` style, which gets ignored. (Almost fine; see also the `scroll` issue described [here](https://github.com/godotengine/godot/issues/71167) which makes the scrollbar unresponsive to mouse hover & clicking.)

I am using StyleBoxFlat for all properties (grabber, grabber_highlight, grabber_pressed, scroll, and scroll_focus). See attached project.

### Steps to reproduce

1. Create a RichTextLabel with overflowing text, so that scrollbar appears.
2. Make RichTextLabel's focus -> all
3. Style VScrollbar through theme using StyleBoxFlat of various colours.
4. Style RichTextLabel's background colour for `focus`, through theme.
5. Run.
6. Click in RTL so it gets focus. (Background gets focus colour.)
7. Use arrow keys to scroll. Scrollbar does not get focus colour.

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/10385344/project.zip)
Repository: flutter
Issue: drawVertices blend mode doesn't seem to work as advertised on Skia backend.
Labels: engine,c: rendering,P2,team-engine,triaged-engine

According to https://api.flutter.dev/flutter/dart-ui/Canvas/drawVertices.html

> The blendMode parameter is used to control how the colors in the vertices are combined with the colors in the paint. If there are no colors specified in vertices then the blendMode has no effect. If there are colors in the vertices, then the color taken from the [Shader](https://api.flutter.dev/flutter/dart-ui/Shader-class.html) or [Color](https://api.flutter.dev/flutter/dart-ui/Color-class.html) in the paint is blended with the colors specified in the vertices using the blendMode parameter. For purposes of this blending, the colors from the paint are considered the source and the colors from the vertices are considered the destination.

I've been using the following sample code and swapping out the blend mode. Regardless, the rendering seems to behave identically. I swear I can remember this behaving correctly in the past so this may be a regression.

```dart
// Copyright 2014 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

import 'dart:ui' as ui;
import 'package:flutter/material.dart';

void main() =>
  runApp(MaterialApp(
    home: Scaffold(
      body: Center(
        child: CustomPaint(painter: FooPainter())
      )
    )
  ));


class FooPainter extends CustomPainter {
  final ui.Vertices vertices = ui.Vertices(
    VertexMode.triangles,
    <Offset>[
      Offset(0, 0),
      Offset(0, 100),
      Offset(100, 100),
    ],
    colors: [
      Colors.red,
      Colors.green,
      Colors.blue,
    ]
  );

  @override
  void paint(ui.Canvas canvas, ui.Size size) {
    canvas.drawVertices(vertices, BlendMode.modulate, Paint()..color = Colors.pink.withAlpha(125));
  }

  @override
  bool shouldRepaint(covariant CustomPainter oldDelegate) {
    return true;
  }
}
```

Change the blend mode to clear and it still looks the same. Some rudiemtary printf debugging confirmed that the blend mode and paint color is correctly making it through the display list, so I don't think we're dropping it anywhere


![flutter_06](https://user-images.githubusercontent.com/8975114/211624431-b514a2e9-93e7-42d1-8cec-e4c309db6dbc.png)
Repository: godot
Issue: Styling scrollbar's `scroll` style in theme makes RichTextLabel's scrollbar ignore mouse hover / click
Labels: bug,topic:gui

### Godot version

3.5

### System information

MacOS Big Sur

### Issue description

When creating a theme and styling the VScrollBar class, this also styles a RichTextLabel's scrollbar, without a problem, when all styles of the VScrollBar class get a StyleBoxFlat—*except* `scroll`.

(Well, almost without a problem; see `scroll_focus` issue described [here](https://github.com/godotengine/godot/issues/71166)) 

<img width="550" alt="no_scroll" src="https://user-images.githubusercontent.com/9048496/211625159-fb407f27-a1d0-4c91-828f-e808dfae98ba.png">

When I add the `scroll` style (besides the fact that the whole scrollbar disappears unless you set the Expand Margin property to something), the RichTextLabel's scrollbar stops being responsive to mouse hover and clicking.

### Steps to reproduce

Run attached project and see how scrollbars are unresponsive to mouse hover and click.
Then, remove the `scroll` style from `my_theme` and try again. The scrollbars are now responsive to mouse.

### Minimal reproduction project

[scrollbar_mouse_unresponsive.zip](https://github.com/godotengine/godot/files/10385524/scrollbar_mouse_unresponsive.zip)
Repository: youtube-dl
Issue: Discord - Add extractor
Labels: site-support-request

<!--

######################################################################
  WARNING!
  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

-->


## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2021.12.17. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm reporting a new site support request
- [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 none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs
Discord servers:
https://discord.gg/H5MNcFW63r
https://discord.gg/wN9Nmh9pWT
https://discord.gg/S9uJ794
https://discord.gg/8TgbHAG
https://discord.gg/Y4WdVpZn9P
Discord generic video links:
https://cdn.discordapp.com/attachments/1005103698357276693/1005125050107707542/trim.564C434A-0822-48BF-84BF-740DD454B924.mov

Note: Discord forum, individual message links, direct message lists (DMs), and server channels can be copied, however you require to be in the server.

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->



## Description

<!--
Provide any additional information.
If work on your issue requires account credentials please provide them or explain how one can obtain them.
-->

Discord is an extremely popular chat site where users do post video attachments and external links at times. Please add support for downloading all the video attachments on a Discord server, when a username and password, or preferably cookies are provided, along with their common metadata: description, thumbnails, dates, the user who created it, custom reactions if you implement the field, tons of sites include them, and if not, make the 👍 emoji count as a "like" and a 👎 count as a "dislike". Playlist metadata, including server names, server descriptions, channel descriptions, server icons, the server owner, server banners, and server join backgrounds are possible metadata that can be added.