sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: PowerToys
Issue: Expand the 'ALT+NUM' shortcut key for Windows 11 Explorer
Labels: Idea-New PowerToy

### Description of the new feature / enhancement

In Windows 10's Explorer, when in a folder, you can use the shortcut key `ALT+1` to see folder properties, or use the shortcut key `ALT+2` to create a new folder. But this feature seems to have been cancelled in Windows 11. If possible, I would like to see this feature return. If more features can be added, such as `ALT+3` being able to create an empty text file, it would be very useful when I am writing a script or recording something casually! Thank you!

### Scenario when this would be used?

The use of `ALT+1` to view folder properties is not very useful because `ALT+ENTER` can achieve the same effect on folder operations (it is necessary to select a folder, but it does not support files, so `ALT+1` has a reason). For pop-up attribute windows, simply press `ESC` to close them, which is a smooth operation

Creating a folder with `ALT+2` can be very useful. When I write scripts, I don't necessarily open the IDE. At this point, I just need to create a folder with `ALT+2` and create a text file with `ALT+3`, modify the file name with `F2`, and press the `Menu` button (although it has been canceled on many keyboards) to quickly start writing script code or making memos with a lightweight file editor

These operations do not require a mouse at all (especially when creating text files and folders that require a context menu's secondary menu), and the operation will be very smooth

### Supporting information

Um, about this feature, probably only I can use it? Because I didn't search for information about this shortcut key on the internet, even on the Windows official website https://support.microsoft.com/zh-cn/windows/windows-%E7%9A%84%E9%94%AE%E7%9B%98%E5%BF%AB%E6%8D%B7%E6%96%B9%E5%BC%8F-dcc61a57-8ff0-cffe-9796-cb9706c75eec#WindowsVersion=Windows_10

Or, can it be expanded to include custom ALT+NUM to execute commands on the resource manager, which is also a good feature?
Repository: flutter
Issue: memory associated with the Image.asset component is not released after it is disposed
Labels: a: images,a: desktop,perf: memory,has reproducible steps,P3,team-engine,triaged-engine,found in release: 3.13

### Steps to reproduce

1. set maximumSize and maximumSizeBytes for imageCache
2. use Image.asset to display images
3. dispose page and clear imageCache
4. the memory that grew during this period has not been completely released, there are still several hundred megabytes remaining.

### Expected results

When the images page is disposed, memory usage should return to its previous level.

### Actual results

When the images page is disposed, memory usage decreases somewhat but still remains several hundred megabytes higher than before.

### Code sample

<details><summary>Code sample</summary>

<https://github.com/jiagengArctuition/flutter-image-leak>

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

https://github.com/flutter/flutter/assets/84117077/39a1576d-1e84-4fa6-852e-fc5e7a6250bd

</details>


### Logs

<details><summary>Logs</summary>

```console
2023-09-08 16:18:15.012438+0800 images[23392:3661217] Metal API Validation Enabled
flutter: The Dart VM service is listening on http://127.0.0.1:56437/rEQ4H3XOP1w=/
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
Doctor summary (to see all details, run flutter doctor -v):
[!] Flutter (Channel stable, 3.13.0, on macOS 13.5.1 22G90 darwin-arm64, locale zh-Hans-CN)
    ! Warning: `dart` on your path resolves to /opt/homebrew/Cellar/dart/2.18.4/libexec/bin/dart, which is not inside your current Flutter SDK checkout at /Users/zjg/fvm/versions/3.13.0. Consider adding /Users/zjg/fvm/versions/3.13.0/bin to the front of your path.
[!] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    ✗ cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/macos#android-setup for more details.
[✓] Xcode - develop for iOS and macOS (Xcode 14.2)
[✓] Chrome - develop for the web
[✓] Android Studio (version 2022.2)
[✓] VS Code (version 1.81.1)
[✓] VS Code (version 1.81.0-insider)
[✓] Connected device (2 available)
[✓] Network resources

! Doctor found issues in 2 categories.
```

</details>
Repository: vscode
Issue: Inline Completion provider should signal when a completion has been hidden
Labels: feature-request,inline-completions

At the moment the inlineCompletionProvider signals when a completion has been shown to the user via [didShow](https://github.com/microsoft/vscode/blob/bb389f28ea44f4a9fad87dbf8c5e0ad7874acc0c/src/vs/editor/contrib/inlineCompletions/browser/inlineCompletionsModel.ts#L74) callback.

**Unfortunately there is not a clear signal that a suggestion has been hidden/removed** from screen (after it has been shown), that would be sent back to the provider. This makes it hard to track explicit rejections on shown suggestions. (Note that if relying only on the shown event + accepts, we might miss out on certain rejections ) 

Looking at the actual solution there are few easy ways how this can be achieved.

1. Respond back via the `handleItemDidShow` with empty insertText if there is lastCompletion, but no currentCompletion. (Although this then requires handling in the provider, to make sure that no empty suggestions are sent, otherwise this could be misleading, though there is a low likelyhood of that happening)
2. Respond back via the `handleItemDidShow` with undefined insertText (This would require changes in multiple places, and although it would make the behavior more understandable, I am not sure its needed)
3. Create a new `handleItemDidHide` callback on the provider, which could also carry additional information about why the completion was hidden (cursor move/esc/new suggestion proposed/dropdown option selected)

I am also happy to contribute any of the changes.
Repository: pytorch
Issue: Ubuntu vs Windows: torch.cuda.OutOfMemoryError only happens on Ubuntu
Labels: module: memory usage,triaged

### 🐛 Describe the bug

I am trying to run inference on the CodeLlama-7b-Instruct model from Facebook.
I originally got the example running on my Windows laptop, with an Nvidia T550 GPU with 4GB of vram and 32GB of ram. It was slow, but it worked without crashing. What is worth mentioning is that everything but the model running on the integrated graphics, so the entire 4GB of vram was available to the model. Almost the entire 4GB was used by the model, and the rest was loaded onto RAM, with around 18gb of usage.
Then, I did the exact same thing but on an Ubuntu desktop. It has an Nvidia Quadro T2000 Mobile, with also 4GB of vram and 32GB of ram. However, it crashed with the error message below. Since this desktop doesn't have integrated graphics and idles at ~0.5GB usage of the already very little 4GB of vram, I assumed that 3.5GB of VRAM is just not enough.
Now, I tried the exact same model, with the exact same example on a Ubuntu server, with an Nvidia RTX 2080 Ti with 11GB of vram and 64GB of ram. The same error occurred.
One last thing I tried, is plugging in a different disk with Windows on it on the same server with the same hardware, and it ran on there. Much faster than the laptop running Windows as well.

So what is the difference that makes it so I can run the model on Windows but not on Ubuntu?

I found #44380, which implies that it shouldn't even be running on the 11GB card let alone the 4GB card since falling back to system memory isn't supported.

The error message:
https://gist.github.com/MartijnVerberk/3c7a6922cd775ebaf4a442b91de77b52#file-torch-cuda-outofmemoryerror-txt

My ram usage while loading the model:
https://gist.github.com/MartijnVerberk/ab2c0dc6334a24b729ba83e7e41390f8#file-ram_usage-txt

### Versions
https://gist.github.com/MartijnVerberk/03af9369aafa89b3abfba5c2b3b13e76#file-collect_env-txt
Repository: godot
Issue: Normalmap inverts at certain angles on mesh rotated by bone.
Labels: bug,topic:rendering,topic:3d

### Godot version

4.1.1.stable.official

### System information

Windows 10, Vulkan forward +

### Issue description

Under certain conditions, it's possible for the normal map to effectively invert the lighting, as seen here:
![revolver_normal](https://github.com/godotengine/godot/assets/7751182/c0ab812a-c6fd-4d89-bbfd-8dc409f176fb)

I tried to make some simpler repro cases in the background, but, for some reason, the issue only happens with my revolver.  This was originally happening with a procedurally rotated bone using skeleton.set_bone_pose_rotation, but I tested with an animation driving the bone and the issue still happened.

My hypothesis is that the tangent and/or binormal are getting miscalculated because a cross product is attempted with 2 vectors that are the same somehow, but I could be way off.

### Steps to reproduce

I attempted to recreate this using a simple skinned 6-sided cylinder mesh with a rotation animation by itself, but, alas, the issue only seems to repro with my KOOK game asset, so I've included that in the repro project:

### Minimal reproduction project

[test_animation_normalmap.zip](https://github.com/godotengine/godot/files/12558137/test_animation_normalmap.zip)
Repository: godot
Issue: Sliding the bottom home to the desktop will trigger the "-[GodotViewGestureRecognizer touchesBegan:withEvent:]".If there is a control near the bottom, an event will be triggered, causing misoperation
Labels: bug,platform:ios,topic:porting,topic:input

### Godot version

godot-3.5-stable

### System information

iPhone X

### Issue description

Sliding the bottom home to the desktop will trigger the "-[GodotViewGestureRecognizer touchesBegan:withEvent:]".If there is a control near the bottom, an event will be triggered, causing misoperation

### Steps to reproduce

Slide to the bottom of the desktop to trigger the  "-[GodotViewGestureRecognizer touchesBegan:withEvent:]"
![image](https://github.com/godotengine/godot/assets/18671767/6d84522f-c319-4f7f-8e98-c27bc5f1952c)


### Minimal reproduction project

Create any Apple Mobile project
Repository: godot
Issue: Complex shader breaks on NVidia cards, looks like shader compiler issue
Labels: bug,topic:rendering,topic:thirdparty,topic:shaders

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Windows & Linux, multiple versions

### Issue description

See repro project and repro steps. It seems like there is a shader compilation issue on NVidia cards.
I have a post-process shader, rendered on a quad, that renders an atmosphere. The shader is using an additive blend mode, but originally used the screen texture that it combined with the atmosphere. When I changed to additive blending, instead of setting ALBEDO to the screen texture where the atmosphere isn't applied I now return black. However, on NVidia cards this completely messes up the look of the atmosphere while on AMD cards there's no issue at all.

This colour has absolutely nothing to do with the glitches we're actually seeing, which makes me think this is a shader compiler issue. I've tried adding a uniform bool for easy swapping between the two versions in an if-statement, but that completely changes the issue. So something with branching code seems to create more problems.

NVidia when returning screen texture and AMD in all cases:
![image](https://github.com/godotengine/godot/assets/7684647/f3a9d4a8-26ac-4cec-b9b1-ff071ed73521)

NVidia when returning black:
![image](https://github.com/godotengine/godot/assets/7684647/68bcbd29-50e8-4cb0-9921-d7b7453b7e7c)


### Steps to reproduce

1. Open the repro project on a machine with an NVidia GPU
2. Move the view around to observe glitching (especially apparent when moving inside the atmosphere like in the above images)
3. Open the shader file
4. Uncomment line 135 - the return statement when no atmosphere is intersected
5. Move the view around and see that there are no glitches anymore

### Minimal reproduction project

[shader compiler bug.zip](https://github.com/godotengine/godot/files/12559153/shader.compiler.bug.zip)
Repository: deno
Issue: bug: unable to perform batch migration using KV Connect
Labels: bug,ext/kv

While trying to perform a KV migration using KV Connect for SaaSKit, the following error was repeatedly thrown:
```
retryable error in atomic_write: error sending request for url (https://us-east4.txnproxy.deno-gcp.net/atomic_write): http2 error: stream error received: refused stream before processing any application logic
```

[This](https://github.com/denoland/saaskit/blob/5cbfd3cd0a5c0e2735c88e00d3baa65475134e9d/tasks/db_migrate.ts) is the script that's being run with the KV path being `https://api.deno.com/databases/${uuid}/connect` and the `DENO_KV_ACCESS_TOKEN` environment variable being defined. I know these values are correct because I can perform other small operations with the KV instance and these values without issue. The script is complicated. I'll post a minimal reproducible snippet once I get the chance.

The bug may be the same as https://github.com/seanmonstar/reqwest/issues/976. I tried the following without success:
1. Performing all operations sequentially instead of concurrently.
2. On top of the previous, add a delay of 100ms between each iteration of the loops.
3. Using [`pooledMap()`](https://deno.land/std/async/mod.ts?s=pooledMap) with a concurrency of 10.

@losfair
Repository: flutter
Issue: [Web] Initially scrolling with multiple fingers puts BouncingScrollPhysics scroll view in broken state
Labels: e: device-specific,framework,f: scrolling,platform-web,P2,team-framework,triaged-framework

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Go to https://gallery.flutter.dev/#/ on a physical iOS device.
2. Scroll the "Gallery" cards with two fingers. Must be your first interaction with the scroll view.
3. Attempt to interact with the scroll view.

### Expected results

Scroll view should continue working as usual.

### Actual results

There is no longer any scroll inertia. You can scroll the contents beyond its bounds. You can no longer select cards. 


### Video demonstration

https://github.com/flutter/flutter/assets/37321068/de1f2e3f-e9d1-4ab5-aec5-a9e68cd10983
Repository: flutter
Issue: DropdownMenu accessibility: when expanded, only the dropdown items should be focusable
Labels: framework,f: material design,a: accessibility,has reproducible steps,P2,team-design,triaged-design,found in release: 3.13,found in release: 3.14

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

Turn on TalkBack
Open the dropdown menu
Swipe through the accessible elements
Note they are not limited to the items in the list, and even include completely obscured elements

### Expected results

When you expand the dropdown menu, accessibility focus should be limited to just the items in that menu, allowing screen readers to select from the list without interference from other elements on the screen.

In the code below, the "hello" text should not receive accessibility focus while the menu is expanded.

### Actual results

The items in the list are shown and added to the accessibility tree, but all other nodes remain. Typically we use the BlockSemantics widget to hide elements that are drawn before objects like this.

The "hello" text is highlighted by TalkBack.

### Code sample

<details><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

void main() async {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  final TextEditingController intController = TextEditingController();

  MyApp();

  // This widget is the root of your application.
  @override
  Widget build(BuildContext context) {
    final intEntries = <DropdownMenuEntry<int>>[];
    for (var i = 0; i < 5; i++) {
      intEntries.add(DropdownMenuEntry<int>(value: i, label: i.toString()));
    }

    return MaterialApp(
        title: 'Flutter Demo',
        home: Scaffold(
          body: SafeArea(
            child: Center(
              child: Column(
                mainAxisAlignment: MainAxisAlignment.center,
                children: [
                  Semantics(
                    button: true,
                    child: DropdownMenu<int>(
                      initialSelection: 1,
                      controller: intController,
                      dropdownMenuEntries: intEntries,
                    ),
                  ),
                  Text('hello'),
                ],
              ),
            ),
          ),
        ));
  }
}
```

</details>


### Screenshots or Video

<details>
<summary>Screenshots</summary>

![dropdown_menu_closed](https://github.com/flutter/flutter/assets/7657855/ec3e5cff-1b08-4360-8f5f-b54579eb7330)

![dropdown_menu_focus_outside](https://github.com/flutter/flutter/assets/7657855/fe1aad3d-4377-4d06-9f12-48ee65f78312)

  </details>


### Logs

No relevant logs

### Flutter Doctor output

Google internal details elided
  
    • Framework revision f019789565 (37 days ago), 2023-08-02T00:00:00.000
    • Engine revision 9304c0074d
    • Dart version afbaf4216f
Repository: vscode
Issue: 'Resolve in merge editor' takes forever to load simple conflict
Labels: bug,merge-editor

Does this issue occur when all extensions are disabled?: Yes

- VS Code Version: 1.82.0
- OS Version: Windows 11

and merge editor behaves very strange
it does not shows the proper changes

![image](https://github.com/microsoft/vscode/assets/50770619/d3cd1026-01cb-4295-8de2-6c6a22e8b68d)
Repository: godot
Issue: Home button on Xbox controller is not recognized
Labels: bug,confirmed,topic:input

### Godot version

3.5.2.stable

### System information

Windows 10, GLES3, GTX 1070 driver 537.13

### Issue description

Steam asks that the controller home button (xbox in that case) should open the Steam Overlay. 

- When using an input action mapped to the home button, nothing happens. 
- When checking the event in `_input(event)`, the event detected is `InputEventKey` with a scancode of **33554431** which is unknown.

The same issue was opened in 2021: https://github.com/godotengine/godot/issues/47579
and supposed to be fixed with https://github.com/godotengine/godot/pull/48934

The problem is not present in Godot 4.1.

I've tested this on Windows and Linux (Steam deck), with an Xbox One and Xbox Series controller, both in USB and wireless with the dongle. I've also tested the action with **device 0** and **all devices**.

The button is correctly recognized by Steam and by this gamepad tester website: https://hardwaretester.com/gamepad


### Steps to reproduce

1. Add an action with a joy button mapped to **16: Home, DualShock PS, Guide** on device 0 or all device
2. Check `Input.is_action_just_pressed("your_action")` in `_process`, it does nothing

or

1. In `_input(event)`, check the following code, which will print **33554431** which is **unknown key**.
`if event is InputEventKey:
		print(event.scancode)`

### Minimal reproduction project

NA
Repository: next.js
Issue: Navigation from not-found page to dynamically rendered page doesn't work
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/IrynaD25/my-app

### To Reproduce

1. npx create-[next-app](https://linear.app/vercel/issue/NEXT-app)@latest
2. use default settings
3. create `not-found.tsx` with a link to the home page in the `app` folder:
```
import NextLink from 'next/link';

const NotFound = () => (
  <div>
    <h2>404 PAGE</h2>
    <NextLink href="/">
      GO HOME
    </NextLink>
  </div>
);

export default NotFound;
```
4. call `headers` function in `app/page.tsx` in order to switch to dynamic rendering
```
import Image from 'next/image'
import { headers } from 'next/headers';
import styles from './page.module.css'

export default function Home() {
  const headersInstance = headers()

  return (
    <main className={styles.main}>
    // other code
    </main>
  )
}
```
5. run `next build`
6. run `next start`
7. navigate to a page that does not exist (e.g. http://localhost:3000/fewfw)
8. Click the 'GO HOME'  link
9. Observe that the url changes, but the UI stays the same


### Current vs. Expected behavior

When navigating from `not-found` to the home page, the url correctly changes to the home page, but the UI remains unchanged.

* This bug occurs when the home page is dynamically rendered
*  This bug occurs only after running `next build` and `next start`. There is no bug when running `next dev`.
* When the `prefetch` prop on the `NextLink` component in the `not found` page is explicitly set to either `true` or `false`, the redirection to the home page works, as expected, and the home page is displayed upon clicking the link.


### Current Behaviour
After clicking `next/link` on the not found page, the url changes, but the UI isn't changed (the `not found` page is still displayed instead of the home page)

https://github.com/vercel/next.js/assets/77385544/1d467b64-b085-4c7a-844d-305f0fb0e094



### Expected Behaviour
Clicking `next/link` on the `not found` page should redirect to the home page and display its content.

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: x64
      Version: Darwin Kernel Version 21.6.0: Thu Mar  9 20:08:59 PST 2023; root:xnu-8020.240.18.700.8~1/RELEASE_X86_64
    Binaries:
      Node: 16.18.0
      npm: 8.19.2
      Yarn: 1.22.10
      pnpm: N/A
    Relevant Packages:
      next: 13.4.20-canary.21
      eslint-config-next: 13.4.19
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

This bug occurs both locally and after deploying the app.
Locally, this bug occurs only after running `next build` and `next start`. There is no bug when running `next dev`.
Repository: rust
Issue: Crate build fails only on native armv7
Labels: I-crash,O-Arm,T-compiler,I-compilemem,C-bug

### Problem

The [opcua crate](https://github.com/locka99/opcua) fails to build on "native" armv7 only (using docker buildx), it works fine with other architectures (namely aarch64 and x86_64) and also works when doing cross-compilation.

The error is `memory allocation of 131072 bytes failed`.

The full build log is here : https://gist.github.com/diconico07/f8ca5d3b073d39edb1f695557ec51a6d


### Steps

With this Dockerfile:
```Dockerfile
FROM rust:1.72 AS build
RUN apt-get update && apt-get install -y --no-install-recommends git
RUN git clone --depth=1 --branch 0.11.0 https://github.com/locka99/opcua
WORKDIR opcua
RUN RUST_LOG=debug cargo build -vv -p opcua
```
Run `docker buildx --platform linux/arm/v7 .`

### Possible Solution(s)

_No response_

### Notes

_No response_

### Version

```text
cargo 1.72.0 (103a7ff2e 2023-08-15)
release: 1.72.0
commit-hash: 103a7ff2ee7678d34f34d778614c5eb2525ae9de
commit-date: 2023-08-15
host: armv7-unknown-linux-gnueabihf
libgit2: 1.6.4 (sys:0.17.2 vendored)
libcurl: 8.1.2-DEV (sys:0.4.63+curl-8.1.2 vendored ssl:OpenSSL/1.1.1u)
ssl: OpenSSL 1.1.1u  30 May 2023
os: Linux [32-bit]
```