sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Investigate flaky test-http-server-request-timeouts-mixed
Labels: flaky-test

### Test

test-http-server-request-timeouts-mixed

### Platform

macos

### Console output

```console
not ok 1173 parallel/test-http-server-request-timeouts-mixed
  ---
  duration_ms: 3.244
  severity: fail
  exitcode: 1
  stack: |-
    node:assert:399
        throw err;
        ^
    
    AssertionError [ERR_ASSERTION]: The expression evaluated to a falsy value:
    
      assert(request2.completed)
    
        at Timeout._onTimeout (/Users/iojs/build/workspace/node-test-commit-osx/nodes/osx11-x64/test/parallel/test-http-server-request-timeouts-mixed.js:106:5)
        at listOnTimeout (node:internal/timers:564:17)
        at process.processTimers (node:internal/timers:507:7) {
      generatedMessage: true,
      code: 'ERR_ASSERTION',
      actual: false,
      expected: true,
      operator: '=='
    }
    
    Node.js v19.0.0-pre
  ...
```


### Build links

## Failed PR 	
10 ([nodejs/node#43329](https://github.com/nodejs/node/pull/43329), [nodejs/node#43380](https://github.com/nodejs/node/pull/43380), [nodejs/node#43366](https://github.com/nodejs/node/pull/43366), [nodejs/node#43455](https://github.com/nodejs/node/pull/43455), [nodejs/node#43190](https://github.com/nodejs/node/pull/43190), [nodejs/node#43176](https://github.com/nodejs/node/pull/43176), [nodejs/node#43374](https://github.com/nodejs/node/pull/43374), [nodejs/node#43363](https://github.com/nodejs/node/pull/43363), [nodejs/node#43417](https://github.com/nodejs/node/pull/43417), [nodejs/node#43216](https://github.com/nodejs/node/pull/43216))
## Appeared 	
[test-orka-macos11-x64-1](https://ci.nodejs.org/computer/test-orka-macos11-x64-1/), [test-nearform-macos10.15-x64-3](https://ci.nodejs.org/computer/test-nearform-macos10.15-x64-3/), [test-orka-macos10.15-x64-2](https://ci.nodejs.org/computer/test-orka-macos10.15-x64-2/), [test-nearform-macos10.15-x64-1](https://ci.nodejs.org/computer/test-nearform-macos10.15-x64-1/), [test-orka-macos11-x64-2](https://ci.nodejs.org/computer/test-orka-macos11-x64-2/)
## First CI 	
https://ci.nodejs.org/job/node-test-pull-request/44587/
## Last CI 	
https://ci.nodejs.org/job/node-test-pull-request/44664/
## Example
https://ci.nodejs.org/job/node-test-commit-osx/nodes=osx11-x64/45608/console

### Additional information

Build links info is from [CI Reliability 2022-06-18](https://github.com/nodejs/reliability/issues/304)

This test was introduced on 2022-05-03:  https://github.com/nodejs/node/pull/42893

This test starts flaky from 2022-05-04: https://github.com/nodejs/reliability/issues/271

Query all flaky dates: https://github.com/nodejs/reliability/issues?q=is%3Aissue+is%3Aopen+test-http-server-request-timeouts-mixed

cc @ShogunPanda(Test author) @lpinca(Reviewer, I saw you mention the flaky possibility in pr comment)
Repository: rust
Issue: Uncaught unconditional recursion in `From` impl
Labels: A-diagnostics,T-compiler

Rustc has no issues compiling the following code ([playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=016b8aea3b49c0fb008bb35aa162c74c)):
```rust
#![deny(unconditional_recursion)]

struct Dummy;

impl From<u8> for Dummy {
    fn from(u: u8) -> Self {
        u.into()
    }
}
```

The other way of writing this, however, does (correctly) fail to compile ([playground link](https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=503d9f7de7c1dee0e452ed896a1311ff)):
```rust
#![deny(unconditional_recursion)]

struct Dummy;

impl From<u8> for Dummy {
    fn from(u: u8) -> Self {
        Dummy::from(u)
    }
}
```

I assume that type inference is happening after the `unconditional_recursion` lint causing it to miss this?
Repository: godot
Issue: Particles act strange in multiplayer
Labels: needs testing,topic:network,topic:multiplayer

### Godot version

3.4.4 stable

### System information

KDE neon 5.24

### Issue description

Sprite based particles seem to loop in other client in multiplayer when they shouldn't.

The only thing I do is set the emitting property based on the synced input_axis length so there shouldn't be any desync

Ignore the spinning bugs that's not what I am talking about.

### Steps to reproduce

- Download zip
- Open it in Godot
- Run it 2 times
- With the first instance host a game
- With the second instance join the game
- Move windows side by side
- Now move one of the ships and observe the difference on each window

### Minimal reproduction project

[AstroWars.zip](https://github.com/godotengine/godot/files/8934396/AstroWars.zip)
Repository: vscode
Issue: Searching in terminal with large scrollback and many wrapped lines is slow
Labels: bug,help wanted,upstream,perf,upstream-issue-linked,terminal-find

Might be similar to #147685.

macOS: 12.4 (21F79)
code: 
```
Version: 1.68.1 (Universal)
Commit: 30d9c6cd9483b2cc586687151bcbcd635f373630
Date: 2022-06-14T12:52:13.188Z
Electron: 17.4.7
Chromium: 98.0.4758.141
Node.js: 16.13.0
V8: 9.8.177.13-electron.0
OS: Darwin arm64 21.5.0
```

Around 2 million characters.
But extremely fast on my native terminal.


https://user-images.githubusercontent.com/16152305/174429543-b3b91608-7132-447c-a3cd-08ca765ce186.mov
Repository: godot
Issue: Vulkan: Rendering issues with GPUParticles3D skinned mesh particle trails 
Labels: bug,topic:rendering,documentation,topic:3d

### Godot version

v4.0.alpha.custom_build [d2be5416e]

### System information

Windows 10, Vulkan Clustered, nVidia RTX 2060 (512.15)

### Issue description

Skinned meshes for particle trails don't look right.

When a skinned mesh is used to create GPU particle trails, it looks like the skeleton is somewhat inverted. The issue is most apparent when the particles are set to align with their velocity. What I'm seeing reminds me of inverted normals, but with bone transforms.

The videos below show the problem. the mesh to the left of the particle system is what it looks like when it's used as a standard mesh instance.

https://user-images.githubusercontent.com/8700280/174429223-1adda130-c113-40aa-9289-7efc804d4d48.mp4

Here is what it looks like when they're not aligned to velocity:

https://user-images.githubusercontent.com/8700280/174429259-a2e7d02f-13ea-4f95-ba3a-3d4daa03a61a.mp4




### Steps to reproduce

Import a skinned mesh and save the mesh and the skin as resources in the file system. Create a `GPUParticles3D` node and set it up with these properties:

- Drawing:
  - Transform Align: Y to Velocity
- Trails:
  - Enabled: on
  - Length Secs: 0.5 for better visibility
- Process Material:
  - Direction: X=0, Y=1, Z=0
  - Initial Velocity: Min/Max=7
- Draw Passes:
  - Pass 1: The saved mesh
  - Skin: The saved skin
- Geometry:
  - Material Override: New StandardMaterial3D with Use Particle Trails enabled

Observe the weirdness.

### Minimal reproduction project

[skinned_trail.zip](https://github.com/godotengine/godot/files/8933220/skinned_trail.zip)
Repository: youtube-dl
Issue: How do I force Youtube-DL to download the best quality MP4-DASH video?
Labels: question

<!--

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  IGNORING THE FOLLOWING TEMPLATE WILL RESULT IN ISSUE CLOSED AS INCOMPLETE
######################################################################

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- Look through the README (http://yt-dl.org/readme) and FAQ (http://yt-dl.org/faq) for similar questions
- Search the bugtracker for similar questions: http://yt-dl.org/search-issues
- Finally, put x into all relevant boxes (like this [x])
-->

- [x] I'm asking a question
- [x] I've looked through the README and FAQ for similar questions
- [x] I've searched the bugtracker for similar questions including closed ones


## Question

<!--
Ask your question in an arbitrary form. Please make sure it's worded well enough to be understood, see https://github.com/ytdl-org/youtube-dl#is-the-description-of-the-issue-itself-sufficient.
-->

How do I make Youtube-DL actually pick the highest quality MP4-DASH video/audio streams? I know I can do default which selects what it thinks are the best quality DASH streams regardless of format (it will download webm audio/video DASH streams if it thinks those are best). I can force it to download MP4 video by using "-f mp4" but this only works for forcing it to download the best quality single-file MP4 video. Unfortunately on Youtube this is limited to 720p. If 1080p (or better) is available it will ONLY be available via DASH streams. I need to know how to force Youtube-DL to download the best quality MP4-DASH streams (AAC for audio, and h264 for video). And one other thing, I want it to ONLY use h264 codec for video, and ignore any streams using the AV1 codec, as not all video player software supports this codec yet. Is there a way to force it to use best quality MP4-h264-DASH for the video stream and best quality AAC-DASH for the audio stream?
Repository: opencv
Issue: Stitcher: inconsistent behavior with OpenCL enabled 
Labels: bug,category: stitching,category: ocl

##### System information (version)
- OpenCV => 4.6.0
- Operating System / Platform => Linux Mint 64 Bit

##### Detailed description

With the following python script I can random results with OpenCL enabled.
When I disable (runtime) OpenCL usage the output is correct at every run.

I attached the following files:
 * source file: stitch.py
 * input files: 1_small.jpg and 2_small.jpg
 * output files:
     * panorama_no_opencl.jpg
     * panorama_opencl_run1.jpg
     * panorama_opencl_run2.jpg
     * panorama_opencl_run3.jpg
     * panorama_opencl_run4.jpg
 * clinfo.txt : contains OpenCL informations on my system.

##### Steps to reproduce

I run the script "stitch.py" several times.

##### 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
 - [  ] 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
[files.tar.gz](https://github.com/opencv/opencv/files/8933332/files.tar.gz)
Repository: yt-dlp
Issue: [facebook] `-u`/`-p` support for private groups
Labels: account-needed,site-enhancement

### Checklist

- [X] I'm requesting a site-specific feature
- [X] I've verified that I'm running yt-dlp version **2022.05.18** ([update instructions](https://github.com/yt-dlp/yt-dlp#update)) or later (specify commit)
- [X] I've checked that all provided URLs are playable in a browser with the same IP and same login details
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)
- [ ] I've read about [sharing account credentials](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#are-you-willing-to-share-account-details-if-needed) and I'm willing to share it if required

### Region

_No response_

### Example URLs

https://www.facebook.com/groups/255784935605179/posts/767673811082953/



### Description

Can't download from private Facebook groups, however this function worked a while ago with login credentials/cookies from the browser.

### Verbose log

```shell
[debug] Command-line config: ['-vU', '-f', 'bestvideo+bestaudio', 'https://www.facebook.com/groups/255784935605179/posts/767673811082953/']
[debug] Encodings: locale cp1250, fs utf-8, pref cp1250, out utf-8, error utf-8, screen utf-8
[debug] yt-dlp version 2022.05.18 [b14d523] (win_exe)
[debug] Python version 3.8.10 (CPython 64bit) - Windows-10-10.0.19043-SP0
[debug] Checking exe version: ffprobe -bsfs
[debug] Checking exe version: ffmpeg -bsfs
[debug] exe versions: ffmpeg N-102754-g604924a069 (setts), ffprobe N-102754-g604924a069
[debug] Optional libraries: Cryptodome-3.14.1, brotli-1.0.9, certifi-2021.10.08, mutagen-1.45.1, sqlite3-2.6.0, websockets-10.3
[debug] Proxy map: {}
Latest version: 2022.05.18, Current version: 2022.05.18
yt-dlp is up to date (2022.05.18)
[debug] [generic] Extracting URL: https://www.facebook.com/groups/255784935605179/posts/767673811082953/
[generic] 767673811082953: Requesting header
WARNING: [generic] Falling back on generic information extractor.
[generic] 767673811082953: Downloading webpage
[generic] 767673811082953: Extracting information
[debug] Looking for video embeds
ERROR: Unsupported URL: https://www.facebook.com/groups/255784935605179/posts/767673811082953/
Traceback (most recent call last):
  File "yt_dlp\YoutubeDL.py", line 1395, in wrapper
  File "yt_dlp\YoutubeDL.py", line 1465, in __extract_info
  File "yt_dlp\extractor\common.py", line 642, in extract
  File "yt_dlp\extractor\generic.py", line 4031, in _real_extract
yt_dlp.utils.UnsupportedError: Unsupported URL: https://www.facebook.com/groups/255784935605179/posts/767673811082953/
```
Repository: neovim
Issue: Different ordering of `ftplugin/<filetype-from-cmdline>.vim` and `plugin/` loads with `syntax on` in init file.
Labels: documentation,runtime,syntax,startup

I think this is based comes under point 3 of the linked comment and is not really a bug.
https://github.com/neovim/neovim/issues/14090#issuecomment-1014888611_

Raising an issue mainly so that other people stung by the behaviour can find the cause a little quicker (will leave for someone else to close so it gets at least one view for visibility).

With the recent change that `filetype plugin indent on` is ran before loading the init file, that means that a `syntax on` line in your init file will trigger filetype plugins to be loaded (by means of `BufRead` autocommands triggering `filetype` commands in some `ftdetect/` files and those triggering the ftplugin loading through the `ftplugin.vim` code).

Before, having that line would run the same autocommands, but since there was no autocommand to load ftplugins when changing filetype it didn't load the ftplugins.
In fact having `syntax on` in your init file would mean that when neovim itself does not end up loading `syntax.vim` *after* your init file and hence would avoid loading the `ftplugin/` files until the `open_buffer`.

Hence, with `syntax on` in your init file the order of loading plugins has changed from loading `plugin/<whatever>.vim` before `ftplugin/<whatever>.vim` to loading the `ftplugin/` files relevant to the filetypes of the files loaded on the command line before loading the `plugin/` files.

There are some plugins out there which rely on the previous behavior to store global variables in `plugin/` files which are then referenced by an `ftplugin/` file.  They need to be.updated to ensure that the `plugin/` files are loaded if needs be.  This can be done with a `runtime` or `source` command in the `ftplugin/` file (something similar to https://github.com/hardenedapple/vsh/commit/98c40b119df6b3b39f3dd6c08b9f37d4c5281fa9).
Repository: PowerToys
Issue: Run: Custom priority search mapping for specific strings
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

I use Run frequently to open common programs for development. However, sometimes the common/conventional name for some software does not match the actual name of the installed program. 

A good example of this in my case is "Visual Studio Code". That is the name of the installed software, so in order to have it appear in the list of suggestions I can type "Visual" and it comes up no problem. The problem is that I colloquially call this software "VS Code". If I type that string into Run, "Visual Studio Code"  does not appear in the list of suggestions at all, let alone in a convenient place to start the program. The same thing happens with a few other pieces of software that I use on a daily basis - where my shorthand version of the name is not matching to the desired software. Of course, I could fix this by relearning what Run expects these programs to be called, but where's the fun in that?

My suggestion is to add an additional option in the PowerToys Run settings where user's can configure a custom set of mappings from shorthand strings to desired search results, be them files, scripts, programs, etc., these results would then be prioritised to the top of the list before the default search results. This would save users the pain of rewiring their brain for optimal Run usage and make Run more powerful in my opinion.

### Scenario when this would be used?

I think I have answered this question in the description of the new feature, but I believe this to be useful because a specific user's name association with a program may differ slightly from what the actual name of the installed program is. This would effectively allow users who experience this with Run to circumvent the problem and keep using their shorthand names for their favourite programs.

### Supporting information

_No response_
Repository: godot
Issue: SSR causes glitches on Android when activated on a viewport (GLES3)
Labels: bug,platform:android,topic:rendering,confirmed,topic:3d

### Godot version

3.5-rc4, 3.4.4

### System information

Android, GLES3, Snapdragon 855

### Issue description

Activating SS Reflections on a viewport causes glitches on the rendered scene:

https://user-images.githubusercontent.com/26150190/174435840-84ddedee-6c30-4b39-93a9-73d3658cb052.mp4

By contrast the same scene on Linux works well:

https://user-images.githubusercontent.com/26150190/174435875-89e06384-1d4d-4e56-8a7c-971a54209fec.mp4

I believe SSReflections are not supported on Android at all, as when activated on the main viewport they have no effect.

### Steps to reproduce

1. Create a scene with a control node as root.
2. Add a ViewportContainer with a Viewport inside it.
3. Activate SSR.

The Minimal reproduction project I provide uses three different viewports with their own world, to better illustrate the issue and its current workarounds.

### Minimal reproduction project

MRP:
[BugSSROnViewport.zip](https://github.com/godotengine/godot/files/8933707/BugSSROnViewport.zip)
Repository: rust
Issue: 'unsafe impl<A> Allocator for &A where A: Allocator' is problematic
Labels: I-slow,A-allocators,T-libs

We have a general `Allocator` instance for `&A` where `A: Allocator`. I think that is a problem. In https://github.com/rust-lang/rust/pull/98178 I fixed a problem where `BTreeMap<T, Global>` would actually use `&Global` as allocator, which leads to performance regression. Or at least, I thought I had fixed that problem -- I just realized that there are some places where it still adds an indirection and therefore adds an unnecessary reference that will be copied around:

https://github.com/rust-lang/rust/blob/3a1e114120d3570b2b1b4dd4b0b1d31ce0382861/library/alloc/src/collections/btree/map.rs#L1647

I found this by removing the `unsafe impl<A> Allocator for &A where A: Allocator + ?Sized` instance. I don't know of another way to avoid accidentally introducing such performance regressions.

So maybe that instance should be removed?
Cc @rust-lang/wg-allocators
Repository: PowerToys
Issue: Use different zone layout for different screen orientations
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

Fancyzone should have different zone layouts depending on the screen orientation, and should switch to the layout set in a certain orientation when the said orientation is detected. For example, I might want to have a vertical split when the screen is in landscape mode and a horizontal split when the screen is in portrait mode. This was already implemented in an older version of FancyZones and I only noticed the change recently.

### Scenario when this would be used?

As I frequently rotate my screens (physically and inside of windows), it is very useful to have different zone setups for different screen orientations: having a vertical split on a screen in portrait mode is unusable, especially with 3+ zones, and the same can be said to having a horizontal split in landscape mode.

### Supporting information

This was already implemented in an older version of powertoys (0.56? I don't quite remember, but it was before the FancyZone gui overhaul).
Repository: flutter
Issue: Make divideTiles' context or color required instead of both nullable
Labels: framework,f: material design,c: proposal,P3,team-design,triaged-design

## issue
User can call divideTiles [method](https://api.flutter.dev/flutter/material/ListTile/divideTiles.html) without supplying either context or color. If both are null, triggers red screen/script error.

Users like me could be confused why red screen is triggered even though everything passed dart analysis & compiler.

Similar to #94445

## steps to reproduce
https://dartpad.dev/?id=df03a676dc03da5850dc785395105634

demo: https://youtu.be/tNwSPExdCTU

## Proposal
Make either context or color required
Repository: godot
Issue: [GodotPhysics and Bullet] One RigidBody with `can_sleep` enabled will stop `_integrate_forces()` for all RigidBodies, after some tscn-scene reloads
Labels: bug,platform:ios,topic:physics,needs testing,topic:3d

### Godot version

3.4.stable, GodotPhysics and Bullet

### System information

iOS 14

### Issue description

All RigidBodies don't run **_integrate_forces()** anymore, after my tscn-level is loaded again after some time.

This only happens, when at least one **RigidBody** has the property **can_sleep=True**. All RigidBodies with can_sleep=False stop runing _integrate_forces().

### Steps to reproduce

https://godotengine.org/qa/134437/ios-godotphysics-seams-to-stop-after-some-time-what-to-check

### Minimal reproduction project

TODO
Repository: yt-dlp
Issue: Temporary folder for JSONs
Labels: enhancement

### Checklist

- [X] I'm asking a question and **not** reporting a bug or requesting a feature
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've searched the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar questions including closed ones. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Question

I would like to save the `.tmp` file for each `.json` file in the temporary files folder. I already used the command `--paths temp:/media/archive/tmp`, but this space is used by yt-dlp only for videos and thumbnails. JSON files are saved directly in the filesystem within the path specified by the `infojson` directive.

### Verbose log

```shell
An istance log:
[download] Downloading video 72 of 100
[youtube] BAWayHU3sv4: Downloading webpage
[youtube] BAWayHU3sv4: Downloading android player API JSON
[info] BAWayHU3sv4: Downloading 1 format(s): 22
[info] Downloading video thumbnail 41 ...
[info] Writing video thumbnail 41 to: /media/archive/tmp/BAWayHU3sv4.webp
[info] Writing video metadata as JSON to: /media/archive/json/ingested/BAWayHU3sv4.info.json
[download] Destination: /media/archive/tmp/BAWayHU3sv4.mp4
[download] 100% of 291.84MiB in 00:14
[MoveFiles] Moving file "/media/archive/tmp/BAWayHU3sv4.webp" to "/media/archive/thumbnails/ingested/BAWayHU3sv4.webp"
[MoveFiles] Moving file "/media/archive/tmp/BAWayHU3sv4.mp4" to "/media/archive/yt/BAWayHU3sv4.mp4"
```