sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Universal Terminate Application keystroke
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

It would be great if we could have a universal Terminate Application keystroke, like Mac's Cmd+Q; maybe via PowerToys? Currently, Alt+F4 does not end applications which close to the System Tray. Maybe Win+Shift+Q


### Scenario when this would be used?

To quickly end applications without needing to navigate menus or using the mouse in the system tray.
There are many such apps which are designed to stay running in the System Tray such as steam, Epic Games Store, Teams. But Many a times people (like me) may want to quickly open Teams and then exit it. Without going through the hassle of changing settings and committing to a specific behavior, such a shortcut will allow one to quickly end the application when they wish to, or leave it running as normal.

### Supporting information

_No response_
Repository: kubernetes
Issue: dual-stack local traffic policy service health checks...
Labels: sig/network,triage/accepted

If you create a dual-stack service with `externalTrafficPolicy: Local`, kube-proxy will log something like:

```
I1226 19:46:08.852777       1 service_health.go:124] "Opening healthcheck" service="default/fruit-service" port=30122
I1226 19:46:08.929154       1 service_health.go:124] "Opening healthcheck" service="default/fruit-service" port=30122
E1226 19:46:08.929216       1 service_health.go:141] "Failed to start healthcheck" err="listen tcp :30122: bind: address already in use" node="kind-control-plane" service="default/fruit-service" port=30122
```

Despite the error, the service health check _does_ actually work. The problem is that the IPv4 and IPv6 `{iptables,ipvs}.Proxier`s each create their own `ServiceHealthServer` (one which only knows about IPv4 endpoints, and one which only knows about IPv6 endpoints), but the service only has a single `healthCheckNodePort`, and in the dual-stack service case, both health servers will try to bind it. One will succeed and one will fail.

Ways we could fix this:

- Only have a single `ServiceHealthServer` which tracks both IPv4 and IPv6 eTP:Local information. This seems probably right to me, but it would be hard to implement efficiently given the current architecture. (It also implies that the correct rule for declaring an eTP:Local Service to be "healthy" on a node is "the service has at least one endpoint IP on the node _for every IP family the Service supports_", not just "the service has at least one endpoint IP on the node". Yes, _normally_ those rules would give the same answer, but it's _possible_ to have a dual-stack service backed by single-stack pods...)
- Keep two `ServiceHealthServer`s, but have the one for the secondary IP family ignore dual-stack services. This is easier than the above, but is obviously a hack, and it would give wrong answers in the dual-stack-service-backed-by-single-stack-pods case.
- Have each `ServiceHealthServer` only bind on the IP family that it is tracking. This would be easy, but is probably an API break? I don't think we have ever claimed that IPv4 load balancers must connect to the `healthCheckNodePort` on an IPv4 node IP, and IPv6 load balancers must connect on an IPv6 node IP; it is plausible that some LBs always connect on the node's primary IP regardless of the family of the load balancer...

/cc @khenidak
Repository: rust
Issue: Is it Ok for the compiler to crash if proc_macro contains unsound code? Documentation is unclear.
Labels: A-docs

I'm not really sure whether that's a documentation issue or really a compiler bug.

When we were discussing bug [in the indoc](https://github.com/dtolnay/indoc/issues/51) crate [H2CO3](https://users.rust-lang.org/u/H2CO3) made shocking (to me) [assertion](https://users.rust-lang.org/t/new-library-for-lifetime-erased-borrowing-across-threads/85910/20): *even if there **is** a soundness issue in a crate, this should not cause the compiler to crash*.
 
Note that crate in question is a proc_macro crate which, apparently, can create broken `String` (which doesn't contain valid UTF-8) and thus I, naïvely, assumed that if it breaks [The Soundness Pledge](https://raphlinus.github.io/rust/2020/01/18/soundness-pledge.html) then compiler may only burn and crash in flames… but I have just checked and, indeed, [reference](https://doc.rust-lang.org/reference/procedural-macros.html) doesn't even mention soundness.

While the issue with `indoc` is a minor one to me, the question of whether compiler should/could expect that procmacro contains valid code is a bit different one.

P.S. Also it sounds as if issue with `indoc` itself is problem with a compiler, too (`indoc` is tiny crate with no `unsafe` code thus it, probably, should be able to be unsound), but that's separate.
Repository: godot
Issue: Flat normals can turn smooth in the distance due to automatic mesh LOD
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

4.0 Beta 10

### System information

GTX 1070, forward_plus, mobile, gl_compatibility

### Issue description

specular reflection fickering (see video)

https://youtu.be/yaEG7Lg1Luk

### Steps to reproduce

Simple scene with a point light and cubes (arranged in a grid for better visibility of the issue) with a dark material (roughness ~0.3).
Cube is default Blender cube with bevel modifier, flat shading.

### Minimal reproduction project

[shading_flickering.zip](https://github.com/godotengine/godot/files/10304902/shading_flickering.zip)
Repository: rustdesk
Issue: scrolling with trackpad+mouse is very fast
Labels: bug

<!-- Hey there, thank you for creating an issue! -->

**Describe the bug you encountered:**
When I remote into a windows host from macOS using a trackpad the scrolling is very fast. 

Saw the only other (now closed) issue which mentioned mouse scrolling was normal. If I connect a bluetooth mouse to macOS the scrolling speed does not change, it's still very very fast.

I would not be bothered if it wasn't such a pain in the butt to generate `Page Down` on the mac keyboard 😞
...

**What did you expect to happen instead?**
Scroll speed to be similar to macOS itself. 
...


**How did you install `RustDesk`?**
site.
<!-- GitHub release, build from source, Windows portable version, etc. -->

---

**RustDesk version and environment**

<!--
In order to reproduce your issue, please add some information about the environment
in which you're running RustDesk.
-->

client: macOS Ventura 13.1
host: Windows 10, build 2004

Connections going through self-hosted relay server.
Repository: pytorch
Issue: PyObject preservation and resurrection for `StorageImpl`
Labels: module: internals,triaged,enhancement,better-engineering

It may be useful for `StorageImpl` to support PyObject preservation and resurrection.

TensorImpl has this behavior. When a reference count to the PyObject for a tensor goes to zero, but its associated TensorImpl is still being used, the ownership is flipped so that the TensorImpl hangs onto the PyObject, preventing it from getting deallocated. If the PyObject ever needs to be resurrected again, ownership is flipped again and the PyObject is given back to Python. The Python object will retain all of the properties it had before, since it was never deallocated. See #55686

cc @ezyang @bhosmer @smessmer @ljk53 @bdhirsh
Repository: godot
Issue: Windows 10 64 Bit VS Ubuntu 22.04 64 Bit GPU performance lag/issue in compiled game.
Labels: topic:rendering,needs testing,performance

### Godot version

3.5.1 stable

### System information

Windows 10/Xubuntu 22.04 (64Bit), Intel HD 530,GLES3

### Issue description

In my game, Plethora of Bullets, a 3D FPS, I am experiencing serious perfomance issues in Windows. I have had a few players test it and they are getting better playability in Linux on an intergrated GPU than on Windows with dedicated GPUs. I am getting similar results with my testing. I have profiled the game, and can't seem to get a reading that would point to the bottleneck on Windows. In Windows a user tested it on a 2060 and was averaging 140+FPS but would still experience the 20-30FPS drops during the problem moments.

I have narrowed it down to a moment in the initial shot firing in the game and the initial rayscan strikes that launch a series of animations/particles. This leads me to believe there is a bug in the way something is being executed in the Windows build or pushed to the Windows drivers for OpenGL/GLES3. 

There is a 20-30+FPS frame drop for me on my only available test machine at the moment from 30FPS to 1FPS for 2-3 seconds in the Windows build. In Linux with or without the compositor on, whether loading from SSD or HDD the game stutters for a few frames then breezes right through the animation load.

On second go around of play, when the player experiences a game over or when they manually reset the game to the start menu (leaving loaded textures/animations in memory?) there isn't any noticable lag in either Windows or Linux.

I am using the ResourcePreloader to load the animations, sprites,particles etc and have optimized the game to be able to hit an average of 35FPS@720P on an Intel HD530 running with a i7 6700 with 16GB RAM.


### Steps to reproduce

Load the game, start playing, experience the lag upon firing the gun. Not sure how to include a reproduction code sample without including the whole game, 2.6GB build folder. Game is available to download on itch.io as a ~230MB executable for both Windows and Linux to compare the issue in play. I can provide the code that executes at the exact moment but am not sure how much use it would be without the specific meshes, textures and sprites in use.


### Minimal reproduction project

N/A
Repository: next.js
Issue: (AppDir) Hydration error in dev mode when using inline <script /> tag
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.15.1
      npm: 8.11.0
      Yarn: 1.22.19
      pnpm: 6.28.0
    Relevant packages:
      next: 13.1.1
      eslint-config-next: 11.0.1
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/garronej/mui-next-appdir-demo/tree/polyfills_hydration_error

### To Reproduce

```bash
git clone https://github.com/garronej/mui-next-appdir-demo
cd mui-next-appdir-demo
git checkout polyfills_hydration_error
yarn
yarn dev
```

### Describe the Bug

In dev mode, and dev mode only, we get an hydration error:  
`react-dom.development.js?c7b5:94 Warning: Expected server HTML to contain a matching <script> in <head>.`  

Same error with turbopack

I ran into this bug when:  
1) There is a <scrit /> tag (or a `<Script strategy="beforeInteractive" />`) using `dangerouslySetInnerHTML` in the `<head />`
2) The planets are alligned in some way... The reproduction repo involves `@emotion/react` and `@mui/material`...

<img width="1728" alt="image" src="https://user-images.githubusercontent.com/6702424/209603335-55cf3b70-7d71-4afd-b780-a919eca7d8cb.png">

### Expected Behavior

No hydration error.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: go
Issue: x/tools/gopls: inconsistent semantic token types for function
Labels: NeedsInvestigation,gopls,Tools

As example, a function has 3 function type parameter: fn1, fn2, fns.
fn1 is defined by normal function type.
fn2 is defined by an alias type for function.
fns is defined by variable number of arguments for an alias function type.
<img width="855" alt="iShot_2022-12-27_10 34 49" src="https://user-images.githubusercontent.com/37356894/209603932-0c04b73b-9983-4d60-a1ba-d3f8c833be63.png">
it check "fn1" as function, that is correct.
<img width="1078" alt="iShot_2022-12-27_10 35 10" src="https://user-images.githubusercontent.com/37356894/209603954-954070d7-4b4a-4c97-9212-fef950289515.png">
it check "fn2" as variable but not function.
<img width="1148" alt="iShot_2022-12-27_10 35 37" src="https://user-images.githubusercontent.com/37356894/209603998-39685314-5e00-4cf1-98df-c07cbb8a7a4d.png">
it check the element of "fns" as normal variable but not function.
<img width="1083" alt="iShot_2022-12-27_10 35 55" src="https://user-images.githubusercontent.com/37356894/209604032-a055bc36-bfcc-40ce-a879-997544a23a21.png">
So there is inconsistent.
Repository: create-react-app
Issue: Support the dev server run behind proxy server like Nginx.
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

<!--
  Provide a clear and concise description of what the problem is.
  For example, "I'm always frustrated when..."
-->

Yes. I need to run the dev server behind Nginx. This way. I can simulate a production-like setup with a dev environment.

### Describe the solution you'd like

<!--
  Provide a clear and concise description of what you want to happen.
-->

Currently, When I open the app on the browser. The app tries to connect `wss://my_local_domain:3000/ws` when I run it behind the Nginx proxy server. I didn't provide port number 3000. It looks like somewhere hardcoded. The solution is to use a relative path to connect to the dev server.  Then connect URL should be like this: `wss://my_local_domain/ws` because my nginx host URL is `https://my_local_domain`

### Describe alternatives you've considered

<!--
  Let us know about other solutions you've tried or researched.
-->

I tried [this)](https://create-react-app.dev/docs/proxying-api-requests-in-development). It should work. But not exactly fit what I'm looking for. For example, it doesn't support cookies. It provides me unknown proxy server. Additional unknown factor.

### Additional context

<!--
  Is there anything else you can add about the proposal?
  You might want to link to related issues here, if you haven't already.
-->

I also create StackOverflow [question](https://stackoverflow.com/questions/74925860/how-to-run-create-react-app-dev-server-behind-nginx-proxy)
Repository: godot
Issue: Godot V4 Beta 10: Scrolling is not getting detected correctly.
Labels: bug,needs testing,topic:dotnet,topic:input

### Godot version

4.0 beta 10 mono edition

### System information

Windows 11, Razer Naga Pro wireless mouse (also happens when wired)

### Issue description

My project seems entirely unable to identify scrolling with my mouse scroll wheel. The scroll wheel gets picked up correctly by the editor, it works on every program I have and its input even gets assigned correctly when using it as the input in the input map, but it reports the wrong key in the events.

### Steps to reproduce

```csharp
    public override void _UnhandledInput(InputEvent @event) {
        if (@event is InputEventMouseMotion eventKey) {
            if (eventKey.ButtonMask == MouseButton.Left)
                Position -= ((InputEventMouseMotion) @event).Relative * Zoom;
        }

        if (@event is InputEventMouseButton clickedKey) {
            if (@event.IsPressed()) {
                GD.Print("running 1 " + clickedKey.ButtonMask);
                GD.Print(MouseButton.WheelDown);
                GD.Print(MouseButton.WheelUp);

                if (clickedKey.ButtonMask == MouseButton.WheelDown)
                    ZoomIn();
                if (clickedKey.ButtonMask == MouseButton.WheelUp)
                    ZoomOut();
            }
        }
    }
```

Gives the output

```
running 1 Xbutton1
WheelDown
MaskMiddle
running 1 16
WheelDown
MaskMiddle
```

Where Xbutton1 is a scroll up, and 16 is a scroll down.

![image](https://user-images.githubusercontent.com/13719743/209628782-c2539e84-72c9-465b-b7bd-7fccb8775d1a.png)

As you can see, I have not remapped my scroll up and scroll down keys, and the only remapping I've done is for the sideway scroll wheel clicks. I don't think this is the issue, since the editor's own mapping utility detects scrolling correctly.

### Minimal reproduction project

N/A. The code provided above covers the issue, I have also tried to get it from the mapping via Input.IsActionPressed(...) and it also does not get detected.
Repository: godot
Issue: Even though the external editor has been set, the built-in editor is opened unexpectedly
Labels: bug,topic:editor

### Godot version

3.5.1mono

### System information

windows10

### Issue description

Even though the external text editor has been set, the built-in text editor is opened incorrectly.
See "Step to reproduce" for detail

### Steps to reproduce

Create a project
Set external text editor
Trigger any runtime error
Go to debugger to see the error
![image](https://user-images.githubusercontent.com/119792950/209630856-3e0c6528-7f28-4c69-90ea-4f0eeebd2f18.png)
Double-click the error(Try a few more times)
Go to the built-in text editor,and you can see the script of error is opend in the built-in text editor instead of the external text editor

### Minimal reproduction project

An empty project
Repository: vscode
Issue: Build failed with timeout: Opening a notebook should fire activeNotebook event changed only once
Labels: bug,integration-test-failure,notebook

Build: https://dev.azure.com/monacotools/a6d41577-0fa3-498e-af22-257312ff0545/_build/results?buildId=197914
Changes: https://github.com/Microsoft/vscode/compare/d56dea5...42c0546

```
  1) Notebook Editor
       Opening a notebook should fire activeNotebook event changed only once:
     Error: Timeout of 60000ms exceeded. For async tests and hooks, ensure "done()" is called; if returning a Promise, ensure it resolves. (/__w/1/s/extensions/vscode-api-tests/out/singlefolder-tests/notebook.editor.test.js)
```
Repository: godot
Issue: WebAssembly maximum memory 2GB causes Out of Memory error on iOS Safari 16.2
Labels: bug,platform:web,platform:ios,topic:porting,confirmed

### Godot version

4.0.dev (f382a2b)

### System information

iOS 16.2 Safari, iPhone 13 Pro

### Issue description

When exporting for Web and running on iOS 16.2 Safari, out of memory error occurs at WebAssembly.Memory initialization.
This error comes because `maximum` argument is 2048MB which is quite bigger for iOS.
When I changed `WASM_MEM_MAX` to 256MB for example at platform/web/detect.py: 197, the error disappeared.

```Python
    env.Append(LINKFLAGS=["-s", "WASM_MEM_MAX=256MB"])
```


### Steps to reproduce

1. Build Godot Web export with option `module_raycast_enabled=no` to disable WebAssembly SIMD usage which seems to be not yet supported on iOS Safari 16.2.
2. Export minimal reproduction project to Web.
3. Out of memory error log will be found on JavaScript console (reproduced).
4. Change WASM_MEM_MAX to 256MB and rebuild Web export.
5. Re-export minimal reproduction project.
6. Rotating unlit white cube is correctly rendered (reproduced).

### Minimal reproduction project

[simple_rotating_white_cube.zip](https://github.com/godotengine/godot/files/10306671/simple_rotating_white_cube.zip)
Repository: godot
Issue: Glb2 files with shaders in them wont render/show in godot 4 beta 10
Labels: documentation,topic:import,topic:3d

### Godot version

Godot 4 Beta 10

### System information

windows 11 rtx 3050 Vulkan 

### Issue description

When I export a glb2 file with shaders in it like adding a noise texture bump and more it wont show/render in Godot 4 beta 10 I am new to Godot 4 and I don't understand it so if I am exporting it wrong. The only thing I am able to do is choose what color it will be   is there a different export method to fix this or is it a bug?

### Steps to reproduce

Open blender and make a texture
add a noise texture or something else
export as a glb2 file
put it into the res folder in Godot 4 
drag the file into the scene or double click it in the res file
done .

### Minimal reproduction project

N/A
Repository: vscode
Issue: Uncaught Error: Assertion Failed  Error: Assertion Failed     at y (vscode-file://vscode-app//out/vs/base/worker/workerMain.js#editorWorkerService:13:9228)     at l.computeDiff (vscode-file://vscode-app//out/vs/base/worker/workerMain.js#editorWorkerService
Labels: error-telemetry

```javascript
Uncaught Error: Assertion Failed

Error: Assertion Failed
at y in src/vs/base/common/assert.ts:47:21
at l.computeDiff in out/vs/base/worker/workerMain.js:17:79300
at v.k in src/vs/editor/common/services/editorSimpleWorker.ts:403:32
at v.computeDiff in src/vs/editor/common/services/editorSimpleWorker.ts:394:29
at o.d in src/vs/base/common/worker/simpleWorker.ts:468:42
at Object.handleMessage in src/vs/base/common/worker/simpleWorker.ts:449:71
at C.k in src/vs/base/common/worker/simpleWorker.ts:204:25
at C.h in src/vs/base/common/worker/simpleWorker.ts:168:17
at C.handleMessage in src/vs/base/common/worker/simpleWorker.ts:160:8
at o.onmessage in src/vs/base/common/worker/simpleWorker.ts:455:10
```
[Go to Errors Site](https://vscode-errors.azurewebsites.net/card?ch=1ad8d514439d5077d2b0b7ee64d2ce82a9308e5a&bH=e6d5d0d3-2645-6689-2053-ad819d9e1cb6)
Repository: flutter
Issue: Joining multiple finders together
Labels: a: tests,framework,c: proposal,P3,team-framework,triaged-framework

## Use case

I want to find a widget of a given class with a given key. This is because I may have multiple widgets of the same class and I may have multiple widgets of different classes with the same local keys.

## Proposal

Add `_AndFinder`. Here is what I came up with for my project:

```dart
extension FinderExtension on Finder {
  Finder and(Finder another) {
    return _AndFinder(this, another);
  }
}

class _AndFinder extends ChainedFinder {
  _AndFinder(super.parent, this.another);

  final Finder another;

  @override
  String get description => '${parent.description} AND ${another.description}';

  @override
  Iterable<Element> filter(Iterable<Element> parentCandidates) {
    return another.apply(parentCandidates);
  }
}

```

This can be used as:

```dart
final finder = find.byType(MyWidget).and(find.byKey(key));
```

I think the cleaner syntax would be something like this:

```dart
final finder = find.byType(MyWidget).byKey(key);
```
... but this would require more changes like adding an extension method on `Finder` for each of `CommonFinders`' methods.
Repository: stable-diffusion-webui
Issue: [Feature Request]: optimized mask sketching for spectrograms
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 ?

Instead of the masking brush being a circle with a slider to change the diameter, i propose that there be a tool that is a rectangle. The height of the rectangle can be te same as the height of the image as a constant, and the width would be determined by the slider. This will speed up inpainting sections of spectrograms for riffusion. 

### Proposed workflow

1. Go to Img2img inpaint, 
2. Press select rectangle/box tool
3. set width size on slider
4. draw sections of image for rendering. 


### Additional information

_No response_