sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Warn if settings.json is not UTF-8 (at least in key binding)
Labels: Issue-Feature,Help Wanted,Area-Settings,Product-Terminal

# Description of the new feature/enhancement

If settings.json is encoded in e.g. Windows-1252 rather than UTF-8, then Terminal should warn about that, rather than silently substitute U+FFFD replacement characters in strings. This would help users who edit settings.json with Visual Studio, which saves in the ANSI code page by default if the file does not appear to be UTF-8 already. The silent substitution is especially hard to diagnose if the only non-ASCII character is in a key binding that then just does not work.

# Proposed technical implementation details (optional)

Apply settings.json as much as possible, but then pop up a message saying that the encoding is wrong.

AFAICT, jsoncpp gives the raw bytes of JSON string values to Terminal if there is are no backslash escapes. These bytes are UTF-8 if the file was correctly encoded. In Terminal, ConversionTrait\<KeyChord>::FromJson calls til::u8u16, which calls MultiByteToWideChar without the MB_ERR_INVALID_CHARS flag. There are more til::u8u16 calls in other ConversionTrait specializations.

<https://github.com/microsoft/terminal/blob/2531454bcd46eadc14273ca85acc76231b8810cb/src/cascadia/TerminalSettingsModel/KeyChordSerialization.cpp#L332>
<https://github.com/microsoft/terminal/blob/2531454bcd46eadc14273ca85acc76231b8810cb/src/cascadia/TerminalSettingsModel/JsonUtils.h#L161>
<https://github.com/microsoft/terminal/blob/2531454bcd46eadc14273ca85acc76231b8810cb/src/inc/til/u8u16convert.h#L282>
Repository: pytorch
Issue: pytorch/manylinux-cuda102 support for aarch64
Labels: module: build,triaged,module: docker,module: arm

I’m trying to build torchtext aarch64 wheels but it requires ‘pytorch/manylinux-cuda102’ image which is not available for aarch64.

Could you please let me know where I can find the Dockerfile for pytorch/manylinux-cuda102 so that I can try to build the torchtext aarch64 wheels.


cc @malfet @seemethere @walterddr
Repository: vscode
Issue: Search editor isRegex argument
Labels: feature-request,api,polish,search-editor

|  Command id       |      Regular expression flag     |
| ------------- |-------------|
|  **`workbench.action.findInFiles`**      |  `isRegex` |
|  **`search.action.openNewEditor`**   |  `isRegexp` |

They should use the same name.
Repository: pytorch
Issue:  DataLoader worker (pid(s) 18056, 20540, 4512) exited unexpectedly
Labels: module: dataloader,triaged

## ❓  DataLoader worker (pid(s) 18056, 20540, 4512) exited unexpectedly

I'm new to pytorch. when i run commands in Jupyternotebook  %run main.py --task wilder --emo_dim arousal --feature_set egemaps --normalize --norm_opts y --d_rnn 128 --rnn_n_layers 4 --epochs 100 --batch_size 1024 --n_seeds 10 --win_len 200 --hop_len 100 --use_gpu --cache --save --save_path preds

it reported error as follows:
DataLoader worker (pid(s) 18056, 20540, 4512) exited unexpectedly


Thanks
best wishes.
jiachen 

 

cc @SsnL @VitalyFedyunin @ejguan
Repository: pytorch
Issue: NaN values on torch.nn.functional.conv2d (aarch64)
Labels: module: nn,module: convolution,triaged,module: arm,module: jetson

## 🐛 Bug
NaN values randomly introduced on torch.nn.functional.conv2d

## To Reproduce

Steps to reproduce the behavior:

```
import torch
import torch.nn.functional as F
F.conv2d(torch.ones(1,3,160,240).cpu(), torch.ones(1,3,3,3).cpu())
```

## Expected behavior
The expected output should be a tensor of shape (1,1,158,238) full of number 27s.
However, the operation randomly introduces NaN values:

```
tensor([[[[27., 27., 27.,  ..., 27., 27., 27.],
          [27., 27., 27.,  ..., 27., 27., 27.],
          [nan, nan, nan,  ..., 27., 27., 27.],
          ...,
          [27., 27., 27.,  ..., 27., 27., 27.],
          [27., 27., 27.,  ..., 27., 27., 27.],
          [27., 27., 27.,  ..., 27., 27., 27.]]]])
```


The following code runs fine: 

```
import torch
import torch.nn.functional as F
F.conv2d(torch.ones(1,3,160,240).cuda(), torch.ones(1,3,3,3).cuda())
```

## Environment

Collecting environment information...
PyTorch version: 1.8.1
Is debug build: False
CUDA used to build PyTorch: 10.2
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.2 LTS (aarch64)
GCC version: (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0
Clang version: Could not collect
CMake version: version 3.16.3
Libc version: glibc-2.31

Python version: 3.8 (64-bit runtime)
Python platform: Linux-4.9.140-tegra-aarch64-with-glibc2.29
Is CUDA available: True
CUDA runtime version: 10.2.89
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Probably one of the following:
/usr/lib/aarch64-linux-gnu/libcudnn.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_adv_infer.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_adv_train.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_cnn_infer.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_cnn_train.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_ops_infer.so.8.0.0
/usr/lib/aarch64-linux-gnu/libcudnn_ops_train.so.8.0.0
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.5
[pip3] torch==1.8.1
[pip3] torch-cluster==1.5.9
[pip3] torch-geometric==1.7.0
[pip3] torch-scatter==2.0.6
[pip3] torch-sparse==0.6.9
[pip3] torch-spline-conv==1.2.1
[pip3] torchinfo==0.1.2
[pip3] torchvision==0.9.1
[conda] Could not collect


 - PyTorch Version: 1.8.1
 - OS (e.g., Linux): Ubuntu 20.04
 - How you installed PyTorch: pip
 - Python version: 3.8.5
 - CUDA/cuDNN version: 10.2
 - GPU models and configuration: NVIDIA Jetson AGX Xavier
 - Architecture: aarch64


cc @ezyang @gchanan @zou3519 @bdhirsh @jbschlosser @anjali411 @Varal7 @malfet @albanD @mruberry
Repository: youtube-dl
Issue: Add support for HBO GO Poland
Labels: site-support-request

Hello, can you add support for HBO GO Poland?

https://hbogo.pl

I know this has Microsoft Smooth Streaming DRM.
Repository: godot
Issue: Initialize version control automatically when the editor starts if a VCS plugin is installed
Labels: enhancement,topic:editor,usability

Every time I open the editor, the version control has to be started (or rather, it has to be initialized). Is there a way to keep it running after the repository is initialized? FWIW, I'm running the editor on Linux Mint 20.
Repository: TypeScript
Issue: [Feature Request] Show resolved number literals on hover
Labels: Suggestion,Awaiting More Feedback

# Suggestion

<!--
  Please fill in each section completely. Thank you!
-->

## 🔍 Search Terms

<!--
  💡 Did you know? TypeScript has over 2,000 open suggestions!
  🔎 Please search thoroughly before logging new feature requests as most common ideas already have a proposal in progress.
  The "Common Feature Requests" section of the FAQ lists many popular requests: https://github.com/Microsoft/TypeScript/wiki/FAQ#common-feature-requests

  Replace the text below:
-->

number literal hover binary hexadecimal octal exponential decimal resolve



## ⭐ Suggestion

Show the resolved number when hovering a number literal, e.g:

![Code_2021-06-04_17-45-30](https://user-images.githubusercontent.com/30108880/120835903-3cf52680-c565-11eb-8f66-eed5f569f936.jpg)


## 📃 Motivating Example

Number literals written in a non base 10 or exponential notation are harder to deal with, seeing them resolved on hover instead of having to run them in a console would be a nice to have. Besides, it's already the case for `const`s.
Repository: storybook
Issue: Stories randomly break when using `inlineStories: false`
Labels: bug,needs triage

**Describe the bug**

Adding `parameters: { docs: { inlineStories: false } }` to stories seems to randomly break some of them.

Upon debugging/inspecting the rendered stories, I found the following:

1. One component was missing the `className` (so it was unstyled).
   - When I removed `...rest` props from it, it started working again.
2. Another component was missing `children` (so nothing was rendered!).
   - It also started working when I removed `...rest`.

**To Reproduce**

<!-- Please create a reproduction by running `npx sb@next repro` and following the instructions. Read our [documentation](https://storybook.js.org/docs/react/contribute/how-to-reproduce) to learn more about creating reproductions.
Paste your repository and deployed reproduction here. We prioritize issues with reproductions over those without. -->

~~Hard to create minimal repro. Some components work perfectly fine, but others randomly break.~~

https://github.com/mayank99/storybook-repro

**System**

<details>
<summary>From npx sb@next info</summary>

System:
    OS: Windows 10 10.0.18363
    CPU: (16) x64 Intel(R) Core(TM) i9-9880H CPU @ 2.30GHz
  Binaries:
    Node: 12.18.3 - C:\Program Files\nodejs\node.EXE
    Yarn: 1.22.5 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
    npm: 6.14.6 - C:\Program Files\nodejs\npm.CMD
  Browsers:
    Chrome: 91.0.4472.77
    Edge: Spartan (44.18362.1533.0)
  npmPackages:
    @storybook/addon-actions: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/addon-controls: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/addon-docs: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/addon-storysource: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/addons: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/api: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/components: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/core-events: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/preset-typescript: ^3.0.0 => 3.0.0
    @storybook/react: ~6.3.0-beta.11 => 6.3.0-beta.11
    @storybook/theming: ~6.3.0-beta.11 => 6.3.0-beta.11
</details>

**Additional context**

I first came across this problem when upgrading from 6.1.21 to 6.2.X (and decided to revert). I was hoping 6.3 would have a fix for it since there is a change in how default values behave. so I tested the prerelease (6.3.0-beta.11), and it's still broken. 😞

It's clear that the issue is somewhere about default values of optional props. But I would at least expect the behavior to be consistent between inline and non-inline.
Repository: rust
Issue: trait extension trait methods not always visible in rustdoc output
Labels: T-rustdoc,C-bug,A-synthetic-impls,E-needs-mcve

Hi.  I'm not sure if it's right to call this a bug, but it is a thing that can be quite confusing (and time-consuming to resolve via the docs rather than via an IDE) so I thought I would file an issue.

The problem can be seen in `gitlab::api`, for example.  Consider this quote from [the top level example](https://docs.rs/gitlab/0.1312.0/gitlab/api/index.html) on docs.rs:

```rust
let client = Gitlab::new("gitlab.com", "private-token").unwrap();
let endpoint = projects::Project::builder().project("gitlab-org/gitlab").build().unwrap();
let project: Project = endpoint.query(&client).unwrap();
```

Suppose the user wants to know what this `query` method is.  They navigate to the [docs for `project::Project`](https://docs.rs/gitlab/0.1312.0/gitlab/api/projects/struct.Project.html) (since that is the return type from the builder), 

Searching that page does not reveal any methods called `query`.  Nor is looking at the trait impls in the left sidebar particularly illuminating.  Perhaps the programmer will spot that `endpoint` in the code is likely to be the `Endpoint`.  Clicking through to the `endpoint` trait gets a page which shows various methods.  No mention of a `query` method.

In fact, the `query` method is on [the extension trait `Query`](https://docs.rs/gitlab/0.1312.0/gitlab/api/trait.Query.html) which is relevant because:

```
impl<E, T, C> Query<T, C> for E where
    E: Endpoint,
    T: DeserializeOwned,
    C: Client, 
```

It would be really nice if it would be possible to use Rustdoc output to find all the methods for a struct.

I tried to find an example in the standard library, but it wasn't so easy.  The standard libray doesn't have many of these trait extension traits.  The most obvious one is `ToString` which *does* seem to get its `to_string` method into all the places I looked.  Likewise `ToOwned` (which is impl for `T: Clone`).

I confess I probably don't appreciate what the downsides would be of such a change, or how hard it might be, or, why the gitlab crate output is different from the stdlib output.  I hope this report is helpful anyway.  Thanks.
Repository: vscode
Issue: Notebook theme colors review
Labels: themes,polish,notebook-layout

After we introduced more customizations of the notebook layout, the theme colors for notebook don't cover all the scenarios, we should review and consolidate them to ensure they work for all combinations of settings.

List of existing theme colors:

* `"notebook.cellEditorBackground"`
* `"notebook.cellToolbarSeparator"`
* `"notebook.focusedEditorBorder"`
* `"notebook.outputContainerBackgroundColor"`
* `"notebook.cellBorderColor"`
* `"notebook.cellInsertionIndicator"`
* `"notebook.cellStatusBarItemHoverBackground"`
* `"notebook.focusedCellBorder"`
* `"notebook.inactiveFocusedCellBorder"`
* `"notebook.selectedCellBackground"`
* `"notebook.selectedCellBorder"`
* `"notebook.symbolHighlightBackground"`
* `"notebookScrollbarSlider.activeBackground"`
* `"notebookScrollbarSlider.background"`
* `"notebookScrollbarSlider.hoverBackground"`
* `"notebookStatusErrorIcon.foreground"`
* `"notebookStatusRunningIcon.foreground"`
* `"notebookStatusSuccessIcon.foreground"`
* ~`"notebook.focusedRowBorder"`~
* ~`"notebook.rowHoverBackground"`~

Questions/confusion/requirements
- [x]  `notebook.cellBorderColor` is applied for output background by default #125459
- [x] Support output border color #125462
- [ ] `notebook.cellToolbarSeparator` should be a generic toolbar vertical separator color
- [ ] naming convention (`notebook.status.*`, `notebook.scrollbarslider.*` ?)
Repository: go
Issue: x/tools/cmd/goimports: adds stdlib import conflicting with existing external import
Labels: NeedsInvestigation,Tools

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16.3 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="auto"
GOARCH="amd64"
GOBIN="/home/vscode/.local/bin"
GOCACHE="/home/vscode/.cache/go-build"
GOENV="/home/vscode/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.16.3"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="0"
GOMOD="/workspaces/experimental-payment-channels/demos/demo/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build849870043=/tmp/go-build -gno-record-gcc-switches"
</pre></details>

### What did you do?

1. Add import for `github.com/libp2p/go-libp2p-gorpc` which contains an `rpc` package, and use `rpc` package in code.
2. Run `goimports -d .`

```go.mod
module test

go 1.16

require (
	github.com/libp2p/go-libp2p v0.13.0
	github.com/libp2p/go-libp2p-core v0.8.0
	github.com/libp2p/go-libp2p-gorpc v0.1.3
)
```
```go
package main

import (
	"context"
	"fmt"

	"github.com/libp2p/go-libp2p"
	"github.com/libp2p/go-libp2p-core/protocol"
	"github.com/libp2p/go-libp2p-gorpc"
)

func main() {
	ctx := context.Background()
	host, _ := libp2p.New(ctx)
	server := rpc.NewServer(host, protocol.ID("/p2p/rpc/x"))
	fmt.Println(server)
}
```

### What did you expect to see?

I expected to see goimports make no changes to the code since all the imports are in use, there are no missing imports, and the code is well formatted.

### What did you see instead?

Goimports adds an import for `net/rpc`, which causes the code not to compile because there are now two imports that import a package named `rpc`.

```diff
diff -u main.go.orig main.go
--- main.go.orig        2021-06-04 18:47:17.400075656 +0000
+++ main.go     2021-06-04 18:47:17.400075656 +0000
@@ -3,6 +3,7 @@
 import (
        "context"
        "fmt"
+       "net/rpc"
 
        "github.com/libp2p/go-libp2p"
        "github.com/libp2p/go-libp2p-core/protocol"
```
Repository: godot
Issue: Godot create an extra vertex?
Labels: discussion,topic:editor,topic:2d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.3.2 stable mono

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
win10

**Issue description:**
<!-- What happened, and what was expected. -->
When I convert a sprite to polygon2D godot creates 5 vertices: 0-1-2-3-4
I think it should create 4 vertices.

![gif gif](https://user-images.githubusercontent.com/19652075/120854802-f6f88c80-c57d-11eb-94d2-09559560c95c.gif)

**Steps to reproduce:**
Convert a sprite to polygon2d with the default values.

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: godot
Issue: [GodotPhysics] KinematicBody jitters against floor
Labels: bug,confirmed,topic:physics,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
3.3.2


**OS/device including version:**
Win 10


**Issue description:**
Using Godot physics KinematicBody jitters up and down when walking on the ground. It seems that it's more apparent with bigger collision shapes (happens with extents 50 and not visible with 5).
Behaviour points to some floating point imprecision. A character velocity approaches zero jitter gets more pronounced. Using snap enhances the jitter. Gravity doesn't influence it (enabled/disabled when grounded). Some spots on the ground are continuous even when the character is still.
Bullet physics doesn't have this behavior.

https://user-images.githubusercontent.com/26794315/120857588-231a0a80-c58a-11eb-91d4-a7d168638801.mp4




**Steps to reproduce:**
Basic KinematicBody movement, move_and_slide_with_snap, and snapping to the ground have more pronounced jitter. Floor with bigger shape (extents 50 already has hitter).




**Minimal reproduction project:**
[Godot_physics_floor_jitter.zip](https://github.com/godotengine/godot/files/6603348/Godot_physics_floor_jitter.zip)
Repository: rust
Issue: Tracking Issue for `windows_case_insensitive`
Labels: O-windows,A-FFI,T-libs-api,C-tracking-issue,A-io

This is a tracking issue for dealing with strings on Windows that are defined to be case-insensitive: environment variable keys, registry keys, file paths, resource handle names etc.
The feature gate for the issue is `windows_case_insensitive`.

### Unresolved Questions

What is the API std should offer to deal with Windows specific case-insensitive comparisons?

### Implementation history

- PR #86008 (add `system_cmp` and `system_eq` to `os::windows::OsStrExt`)
Repository: go
Issue: x/mobile: comments in the generated objective-C header depend on which file the function is in
Labels: NeedsInvestigation,mobile

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16.2 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

I am using golang.org/x/mobile v0.0.0-20210220033013-bdb1ca9a1e08
I believe its the latest release.

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/rick/Library/Caches/go-build"
GOENV="/Users/rick/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/rick/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/rick/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.16.2"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/4g/tb10nky94cxcyrgk2_7bzcch0000gn/T/go-build1988548916=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

<!--
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
-->

When I make an iOS framework to link into my mobile app using this command:

<pre>
   go build
   gomobile bind -target=iOS
</pre>

I get a framework that links and works as expected. However, the comments in the generated objective-C header are only included if I make sure all the public functions for the package are in the same file. If I put some public functions in a different file but the same golang package, the functions will be included in the generated header but not the associated comments.

Note that go doc, etc..., all work fine and show the public functions with their comments.

### What did you expect to see?

It should not matter which file the public golang function is in or how many files in the package contain public functions. The comments for each function should always be included in the generated header if the function is public and has comments that go doc can see and associate with the function.

### What did you see instead?

Some comments are missing if functions are in two or more files.
Repository: godot
Issue: Inspector size does not proportionally truncate data
Labels: bug,topic:editor

I'm not sure what this would be called. Sorry this this has been reported before

**Godot version:**
3.3 release version

**OS/device including version:**
Window 10 Pro 64bit

The data in the inspector for VisibilityNotifier2D does not truncate all values equally

In this case I have some large values of 
X=6500,y=6500 w=13000,h=13000

Create a visiblityNotifier2D with those sizes and shrink and expand the inspector window
![image](https://user-images.githubusercontent.com/11667734/120870467-04564c80-c567-11eb-95eb-dc6229886442.png)
Repository: kubernetes
Issue: Set sysctl net/ipv4/ip_unprivileged_port_start ?
Labels: sig/node,kind/feature,triage/accepted

This would remove one more reason why pods run as root when they otherwise don't need to.  Clearly this is a CRI thing, but perhaps we should require it?