sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: material-ui
Issue: [docs-infra] Fix Base UI API tabs layout regresions
Labels: bug 🐛,accessibility,regression,scope: docs-infra

### Problem

https://github.com/mui/material-ui/pull/35938 introduced a number of UX problems that we didn't have before:

- [ ] 1. TOC scroll sync. Details on the problem: https://github.com/mui/material-ui/pull/35938#discussion_r1155108679
- [ ] 2. Duplicate page title. Details on the problem: https://github.com/mui/material-ui/pull/35938#discussion_r1155103952
- [ ] 3. Duplication of SVG icons. Details on the problem: https://github.com/mui/material-ui/pull/35938#discussion_r1155106100
- [ ] 4. API module names shouldn’t be translated. Details on the problem: https://github.com/mui/material-ui/pull/35938#discussion_r1155103288
- [ ] 5. Broken API link between pages, 301 links, reported by ahrefs. Details on the problem: https://app.ahrefs.com/site-audit/3992793/50/data-explorer?columns=pageRating%2Curl%2Ctraffic%2ChttpCode%2CredirectChainUrls%2CisRedirectLoop%2CincomingAllLinks%2CincomingRedirect%2Corigin&filterId=808b08e88c934ee19e04fdec4ed87a5a&issueId=c64d12c1-d0f4-11e7-8ed1-001e67ed4656&sorting=-pageRating&udUrl=https%3A%2F%2Fmui.com%2Fbase-ui%2Fapi%2Fpopper%2F
- [ ] 6. https://github.com/mui/material-ui/issues/40402
- [x] 7. Broken Tabs arrow navigation on https://mui.com/base-ui/react-button/components-api/ (Solved in https://github.com/mui/material-ui/pull/42152)
- [x] 8. Broken Tabs aria-role on https://mui.com/base-ui/react-button/components-api/ (Solved in https://github.com/mui/material-ui/pull/42152)

<img width="448" alt="SCR-20240216-bpft" src="https://github.com/mui/material-ui/assets/3165635/27376aac-00b2-456e-ad9c-d2ff8eec33ad">

### Context

As of today, I don't think that the tabs experience yields a stronger UX. We know it varies from person to person, so only talking for myself, it's not there.

I think that fixing these UX regressions would make it to the point where maybe it would be a superior UX for most people. I could understand why.

### Your environment

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>


**Search keywords**: Base UI API tabs layout regresions
Repository: material-ui
Issue: [docs-infra] Improve Netlify caching
Labels: performance,scope: docs-infra

### Steps to reproduce

1. The logic we have in packages/netlify-plugin-cache-docs/index.js looks outdated.
See https://github.com/netlify/next-runtime/pull/1223 we should likely look at the cache in the `/docs/.next/cache` folder rather than the whole .next. Maybe we should use https://github.com/netlify/next-runtime.
2. 7 GB downloaded? it takes almost 1 minute to restore. https://app.netlify.com/sites/material-ui-x/deploys/642593889ca49100080aca02. It’s strange, it’s a lot.

![Screenshot 2023-04-07 at 15 23 56](https://github.com/mui/material-ui/assets/3165635/42e2c6cc-bd89-4f66-bbe6-0a00d31f394a)

3. The cache saving looks broken https://app.netlify.com/sites/mui-toolpad-docs/deploys/642f0428d101b500087c1a56 2 files seems way too low.

<img width="525" alt="Screenshot 2023-04-09 at 19 25 06" src="https://github.com/mui/material-ui/assets/3165635/56d50c4b-a5c2-426d-8f79-11f7cc6ec9f6">

**Search keywords**: Netlify caching
Repository: material-ui
Issue: [website] Support the forward of utm_source in the /careers/ job pages to Ashby
Labels: website,enhancement

### Summary

Right now, we link the job in Ashby directly when we need to track the origin, e.g. https://www.notion.so/mui-org/Talent-acquisition-0a660e7659e5494587237ef3e417c4cd?pvs=4#afa2be5f80474b26bba0d8382c3ac8db. It would be much better if instead of linking https://jobs.ashbyhq.com/MUI?utm_source=Xnzy3Q3MGR we could link https://mui.com/careers/?utm_source=Xnzy3Q3MGR#open-roles without losing the source.

### Examples

_No response_

### Motivation

_No response_

**Search keywords**: -
Repository: material-ui
Issue: [docs-infra] Enable Algolia click analytics
Labels: enhancement,scope: docs-infra

### Search keywords

Algolia click analytics

### Latest version

- [X] I have tested the latest version

### Summary

https://github.com/algolia/docsearch/issues/1045#issuecomment-1613475683 would allow us to measure different initiatives we have around improving the performance of our docs search.

### Examples

_No response_

### Motivation

_No response_
Repository: pytorch
Issue: [FSDP][BE] print kwargs in run_subtests
Labels: triaged

### 🚀 The feature, motivation and pitch

print kwargs in run_subtests. otherwise we do not know which kwargs caused failure

### Alternatives

_No response_

### Additional context

_No response_
Repository: material-ui
Issue: [docs-infra] Allow {{"component": “}} to import from same markdown folder
Labels: enhancement,scope: docs-infra

### Summary

Having to the component source outside of the markdown folder like in https://github.com/mui/material-ui/blob/master/docs/data/material/all-components/all-components.md is not great. You want to be able to delete a page of the docs and all its related content all at once (closer folders).

### Examples

_No response_

### Motivation

_No response_

**Search keywords**: -
Repository: godot
Issue: Copying and Pasting an AnimationPlayer node
Labels: topic:editor,needs testing,topic:animation

### Tested versions

4.2.1

### System information

windows 10

### Issue description

When copy/pasting an animation nodes, there seems to be some sort of link between nodes. This is perhaps intentional but since there is no resource that can be managed or made unique, it is impossible to tell. So changing the animation in the copyed node changes the original node as well.

### Steps to reproduce

Create an animation player node, create an animation.
Copy and past the node to another scene
change the animation
verify that the animation is changed in the original node.

### Minimal reproduction project (MRP)

N/A
Repository: vscode
Issue: Scrolling bug with trackpad & smooth scrolling enabled
Labels: bug,windows,trackpad/scroll

Type: <b>Bug</b>

I am using an apple magic trackpad with the magic utilities driver on Windows 11, wired connection, smooth scrolling enabled, and "scroll only vertical or horizontal" disabled. 

When I scroll vertically up, the editor area scrolls diagonally up and to the right. Even if I scroll up and to the left, it has a tendency to scroll the page to the right. I have to scroll at maybe a 45deg angle in order to keep the left edge of the editor in view.

If I turn off smooth scrolling, the issue goes away. And if I enable "scroll only vertical or horizontal" in magic utilities, the issue also goes away. I do not have another trackpad to test if this is an issue with just this device/driver.

VS Code version: Code 1.86.2 (903b1e9d8990623e3d7da1df3d33db3e42d80eda, 2024-02-13T19:40:56.878Z)
OS version: Windows_NT x64 10.0.22621
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 5 7600 6-Core Processor               (12 x 3800)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|31.15GB (19.92GB free)|
|Process Argv|--crash-reporter-id 77a7c827-043d-4e18-8247-30e027b3a277|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (10)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-gcode-syntax|app|0.7.7
remote-containers|ms-|0.338.1
cmake-tools|ms-|1.17.15
cpptools|ms-|1.18.5
cpptools-extension-pack|ms-|1.3.0
vscode-serial-monitor|ms-|0.11.0
nrf-devicetree|nor|2023.11.120
zmk-tools|spa|1.4.0
cmake|twx|0.0.17
vscode-arduino|vsc|0.6.0

(1 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vswsl492:30256859
vscod805:30301674
binariesv615:30325510
vsaa593:30376534
py29gd2263:30899288
c4g48928:30535728
azure-dev_surveyone:30548225
2i9eh265:30646982
962ge761:30959799
pythongtdpath:30769146
welcomedialog:30910333
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
accentitlementst:30887150
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
edj9j583:30958191
fegfb526:30961430
3ef8e399:30964150

```

</details>

<!-- generated by issue reporter -->
Repository: PowerToys
Issue: Fancy Zones - closing browser with multiple open tabs when snapped to zone causes window to self-move and expand
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

PowerToys auto-update

### Running as admin

No

### Area(s) with issue?

FancyZones

### Steps to reproduce

1. Create custom two zone config 20%/80% vertical split
2. Open Brave browser 
3. snap browser window to 80% zone
4. open multiple tabs in browser
5. close browser window

There's a second repo that also displays the issue
1. Create custom two zone config 20%/80% vertical split
2. Open Brave browser 
3. snap browser window to 80% zone
4. open multiple tabs in browser
5. disable Fancy Zones
6. close browser window

Note that both repos work on an InPrivate window (no extensions) as well as a "normal" window

### ✔️ Expected Behavior

[PowerToysReport_2024-02-16-01-04-53.zip](https://github.com/microsoft/PowerToys/files/14304075/PowerToysReport_2024-02-16-01-04-53.zip)

Browser should close with prompt warning that close will close multiple tabs

### ❌ Actual Behavior

Browser window self-moves across the screen like some virus out of the 80s. Eventually it stops "flickering" and expanding once it approaches full screen; at which point the "close all tabs" dialogue appears

I tried using Xbox screen recording to capture the behaviour, but it seems to stop the recording as soon as the behaviour is exhibited

### Other Software

Brave v1.62.165 (Feb 14, 2024)
Repository: rust
Issue: Lints while expanding builtin derives are not attributed to the correct AST nodes
Labels: A-lints,A-macros,T-compiler,C-bug,S-has-mcve

I tried this code:

```rust
#[deny(byte_slice_in_packed_struct_with_derive)]
#[repr(packed)]
#[derive(Hash)]
struct FlexZeroSlice {
    width: u8,
    data: [u8],
}
```

I expected to see this happen: The code does not compile, as the lint is triggered on the struct.

Instead, this happened: The code compiles with a warning, as the lint uses the crate-root NodeId for reporting.

(This lint specifically uses `ast::CRATE_NODE_ID` rather than `ecx.current_expansion.lint_node_id`, but the value of `lint_node_id` during builtin derive expansion is always `ast::CRATE_NODE_ID`)

Found while implementing a lint for #121053.

I had a brief go at fixing this but it looks like AST nodes are all still using dummy IDs at the point of builtin derive expansion and I'm unfamiliar with the AST renumbering
Repository: tensorflow
Issue: Understanding `Could not find TensorRT`
Labels: type:others,comp:gpu:tensorrt,TF 2.15

### Issue type

Others

### Have you reproduced the bug with TensorFlow Nightly?

Yes

### Source

binary

### TensorFlow version

tf 2.12, 2.15, nightly

### Custom code

No

### OS platform and distribution

Linux Ubuntu 22.04, MacOS 12, Windows 2022

### Mobile device

_No response_

### Python version

3.8 - 3.10

### Bazel version

_No response_

### GCC/compiler version

_No response_

### CUDA/cuDNN version

_No response_

### GPU model and memory

_No response_

### Current behavior?

A warning "Could not find TensorRT" is produced when importing TensorFlow on Ubuntu 22.04.
However, this warning does **not** appear on Windows 2022 and MacOS 12.



| |MacOS12|Windows 2022|Ubuntu 22.04|
|---|---|---|---|
|TF 2.12 w/ Python 3.8|no TensorRT warning|no TensorRT warning|**TensorRT warning**|
|TF 2.12 w/ Python 3.9|no TensorRT warning|no TensorRT warning|**TensorRT warning**|
|TF 2.12 w/ Python 3.10|no TensorRT warning|no TensorRT warning|**TensorRT warning**|
|TF 2.15 w/ Python 3.10|_not checked_|_not checked_|**TensorRT warning**|
|TF nightly w/ Python 3.10|_not checked_|_not checked_|**TensorRT warning**|

I would expect the behavior to be consistent across platforms unless their is an Ubuntu-specific reason.
This issue is intended to help me understand:

1. Why is there this inconsistency?
2. Can it either be made consistent or can the warning be updated to explain the platform-specific benefits behind why TensorRT should be installed?

Additional remarks: 

* I am not trying to utilize TensorRT, so installing an additional package to satisfy this message is not a desired fix, but it may be for others.
* I am also not trying to suppress logging warnings, just trying to understand the purpose of it only appearing on Ubuntu.

Thank you for your time!

### Standalone code to reproduce the issue

```shell
import tensorflow
```


### Relevant log output

```shell
W tensorflow/compiler/tf2tensorrt/utils/py_utils.cc:38] TF-TRT Warning: Could not find TensorRT
```
Repository: PowerToys
Issue: A widget that can simulate typing where you cannot insert anything with CtrlV
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

I see this as a simple text input field into which you can paste text via CtrlV and by pressing the key combination the program will begin to retype the inserted text, and the browser will think that a person is typing the text

### Scenario when this would be used?

Sites where you cannot paste text, for example, where you cannot paste a long and complex password that you would like to simply copy, and you need to write it by hand

### Supporting information

When I wrote a review for the game on Itch, I wrote it in a notepad, and then I realized that I couldn’t copy it, I had to rewrite it, and I thought that if PowerToys includes many different tools, why not?
Repository: go
Issue: x/tools/go/analysis/passes/slog: False negitive when `error` type used as key.
Labels: NeedsInvestigation,Tools

### Go version

go version go1.22.0 linux/amd64

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

```shell
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/alona/.cache/go-build'
GOENV='/home/alona/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/alona/go/pkg/mod'
GONOPROXY=''
GONOSUMDB=''
GOOS='linux'
GOPATH='/home/alona/go'
GOPRIVATE=''
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/alona/go/pkg/mod/golang.org/toolchain@v0.0.1-go1.22.0.linux-amd64'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLCHAIN='auto'
GOTOOLDIR='/home/alona/go/pkg/mod/golang.org/toolchain@v0.0.1-go1.22.0.linux-amd64/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='go1.22.0'
GCCGO='gccgo'
GOAMD64='v1'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/tmp/goo/go.mod'
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 -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build3366501523=/tmp/go-build -gno-record-gcc-switches'
```


### What did you do?

I wrote code that assumed `slog` methods worked like `fmt.Printf`, instead of talking `Attr`/key-value pairs:

```go
package main

import "log/slog"

func main() {
        var x error
        slog.Error("The error is %v", x)
}
```

[playground](https://go.dev/play/p/JV5EVFyZ_1s)

Running `go vet -slog ./main.go`

### What did you see happen?

`go vet -slog` reports no errors, but the key isn't present.

```
$ go vet -slog ./main.go
$ go run ./main.go
2024/02/16 00:50:48 ERROR The error is %v !BADKEY=<nil>
```

### What did you expect to see?

`go vet -slog ./main.go` should report an error like `./main.go:7:32: slog.Error arg "x" should be a string or a slog.Attr (possible missing key or value)`.

Interestingly, if you change the type of `x` to `int`, the error fires as you'd expect.

```go
package main

import "log/slog"

func main() {
        var x int
        slog.Error("The error is %v", x)
}
```

```
$ go vet -slog ./main.go
# command-line-arguments
# [command-line-arguments]
./main.go:7:32: slog.Error arg "x" should be a string or a slog.Attr (possible missing key or value)
$ go run ./main.go
2024/02/16 00:52:58 ERROR The error is %v !BADKEY=0
```
Repository: ollama
Issue: Setting Query vector Size
Labels: question

I used Ollama Embeddings through langchain with one of the models to embed a large number of documents. The LLM I am using is a multi-lingual model and has already been tested on a significant document set in solely English. When I query the vector store through LanceDB I receive the error "ValueError: Query vector size 8192 does not match index column size 384." I am using the exact same embedding model but now he query vector is 8192. How do I set the vector size to make it match the index column size with Ollama embedding?
Repository: PowerToys
Issue: [OOBE] Allow maximizing window
Labels: Idea-Enhancement,Help Wanted,Area-OOBE,Cost-Small

### Microsoft PowerToys version

0.78

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

Just had to do a system restore and haven't been in the main panel of powertoys in quite some time. (Win10)
I'm sure not many people do this but my toolbar is two levels high which when combined with using small icons lets me run the old quicklaunch on the left with 20 shortcuts, while leaving plenty of room in the center for not combining apps and being able to read each, and still have quick access to the tray on the right with 8 apps without having to expand anything. So it takes up a bit of extra space on the screen... about 3/8 inch. 

Anyways, when I installed Powertoys it first launched the main screen as it should, but the bottom of the app was cut off. I run into this on occasion but clicking the "maximize window" in the upper right usually fixes it. 

That's when I found out that the powertoys panel is missing both the minimize and maximize buttons. Just the X to close appears. It's added many more features recently  so the window now extends beneath the toolbar even if I push the top up as far as I can out of the window. The "What's New?" Section is halfway beneath the toolbar so adding any more to the list will make this inaccessible to me and give it another 2-3 additions and it will begin happening to others as well. 


### ✔️ Expected Behavior

I was expecting that when launched I could see the entire main screen by maximizing the window

### ❌ Actual Behavior

There is no maximize. No minimize either. The "What's New" section is halfway cutoff. This was noticed because of my two-tier Windows toolbar covers the bottom of the powertoys app.

### Other Software

_No response_
Repository: godot
Issue: Grab Node, CTRL drop node into script isn't casting an @onready variable
Labels: bug,platform:linuxbsd,topic:gdscript,topic:editor,needs testing,topic:input

### Tested versions

v4.2.1.stable.mono.flathub [b09f793f5]

### System information

Godot v4.2.1.stable.mono (b09f793f5) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 () - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

### Issue description

When grabbing a node and CTRL-dropping into a script, it dropped just the reference to the node. It is not casting the `@onready` variable.
This seems to work find in windows, but is not working in linuxmint 21.3.

![image](https://github.com/godotengine/godot/assets/79280460/1dca3dec-ab48-4381-abd9-1e7b72298b14)


### Steps to reproduce

Grab a node and drop into attached script.

### Minimal reproduction project (MRP)

[Test Project for Bug.tar.gz](https://github.com/godotengine/godot/files/14305622/Test.Project.for.Bug.tar.gz)
Repository: rust
Issue: Generate different .vscode/setting for different config profile
Labels: T-bootstrap,C-feature-request,A-contributor-roadblock

The idea is from https://github.com/rust-lang/rustc-dev-guide/pull/1890

I'm always feeling slow when editing the source code in rustc, today I spent some time to tweak my settings, and I found one reason is `rust-analyzer.check.overrideCommand`.

On my dev machine `x check` will spend about 4s, so it's not acceptable if it's executed multiple times.
It will cost about more than 4x time to run `x check` compared with `x check compiler`.

Maybe we can generate different `.vscode/setting.json` for different config profile?
Repository: godot
Issue: Godot scene corrupts when compiling crashing shader
Labels: bug,topic:core,topic:editor

### Tested versions

Bug occurred on v4.2.1 and has not been tested on other versions

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4633) - 12th Gen Intel(R) Core(TM) i7-12700F (20 Threads)

### Issue description

When writing Godot shaders. If a shader compiles correctly. But crashes the GPU due to, for example, a never ending while loop. Godot will hang and can be closed with task manager. This is not really an issue by itself. But when saving the scene as a means to force Godot to compile the shader right now. This crash will happen during saving, and causes the scene to become corrupted. Godot from then on will crash along with the GPU each time this scene is loaded. The only way as far as I know to fix the project is to delete the scene.

### Steps to reproduce

1. Load the project
2. Go to test.gdshader in the shader editor
3. Uncomment the line `//int i = 0;` (It's currently commented to prevent it from compiling)
4. Before it auto-compiles, compile and save it yourself using ctrl + s
5. Experience your screen turning black as the GPU crashes (It only lasts a second and it doesn't require a windows restart most of the time) (Rarely Godot crashes without the GPU crashing, this still corrupts the scene)
6. Reload the project to confirm that it still crashes

### Minimal reproduction project (MRP)

[shader crash test.zip](https://github.com/godotengine/godot/files/14306057/shader.crash.test.zip)
Repository: PowerToys
Issue: 在触摸屏设备上，鼠标移动到另一台电脑时，这边电脑使用触摸屏点击，会有一定几率使鼠标所在的电脑界面最小化或者界面滚动。
Labels: Issue-Bug,Needs-Triage,Product-Mouse Without Borders

### Microsoft PowerToys version

0.78.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

使用带触摸屏的电脑如surface，将鼠标移动到另一台电脑，然后在surface上使用触摸屏，即可复现

### ✔️ Expected Behavior

希望鼠标和触摸屏互不影响，即便鼠标移动到另一台电脑，在这台电脑上依然能够正常使用触摸屏

### ❌ Actual Behavior

在触摸屏设备上，鼠标移动到另一台电脑时，这边电脑使用触摸屏点击，会有一定几率使鼠标所在的电脑界面最小化或者界面滚动。

### Other Software

_No response_
Repository: PowerToys
Issue: windows11 系统中键盘映射有bug
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

![image](https://github.com/microsoft/PowerToys/assets/49950265/7e8411ea-eaae-4f2a-810c-f17ff6814f91)
这是我的配置，我让windows键和ctrl键互换位置。一般使用是正常的，但是使用组合键 ctrl + l 时会变成 win + l，这只会导致屏幕被锁住。

### ✔️ Expected Behavior

正常使用ctrl键，不会回退成windows键

### ❌ Actual Behavior

使用组合键 ctrl + l 时会变成 win + l。

### Other Software

_No response_