sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Static pods that are rejected by admission should be periodically retried / preempt non-static pods
Labels: sig/node,kind/feature,triage/accepted

### What happened?

A static pod is best thought of as a controller-driven API pod that should be continually restarted by the Kubelet.  Today, we pass static pods through admission and they can be rejected, which prevents the pod from being reconsidered until the kubelet is restarted.  Because status manager is the source of truth for "admission rejection" other code in the Kubelet can't tell the difference between pods that are truly terminal and those that were rejected for admission.

While working on #115331 we attempted to consistently set terminal phase on all pods that have completed - this should be fine for a mirror pod since the kubelet can restart it.  However, because a terminal phase in the status manager is indistinguishable from admission failure, the HandlePodCleanups method doesn't ever check to see whether it needs to be restarted.  If the admin were to make a config change, that *would* trigger a reassessment, but if that static pod had configured a static uid then the pod would not be reconsidered ever.

We should not require the Kubelet to be restarted to restart static pods, and a restart of the kubelet that caused a static pod to fail to be admitted should *probably* heal without a subsequent restart. 

/sig node

### What did you expect to happen?

1. We should be able to set a terminal phase on a mirror pod and not have it block the restart of a static pod
2. If a static pod fails admission we shouldn't have to restart the kubelet to get it to be retried
3. If a static pod is evicted (not sure if this is even possible) it should be reattempted without a kubelet restart

To do any of the above we probably have to have a better source of truth for admission rejection.  That might mean making the pod worker responsible for rejection during admission, since the pod worker should be the source of truth for admission anyway (#104824).  Until then, #115331 will ignore static pods as we can't safely assign a terminal phase to a static pod.

Also see #116483 which is also impacted by how we handle phase of mirror pods.

### How can we reproduce it (as minimally and precisely as possible)?

See description.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: TypeScript
Issue: Misleading error message for missing properties in types composed of the intersection of certain multiple unions 
Labels: Suggestion,Help Wanted,Experience Enhancement

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms

intersection of union required property error message

### 🕗 Version & Regression Information

<!-- When did you start seeing this bug occur?

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This is the behavior in every version I tried, and I reviewed the FAQ for entries about it

I use the playground and observed the same behavior for versions 4.2 through 4.9


### ⏯ Playground Link

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[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.9.5#code/C4TwDgpgBAggTgcygXilAFAKDQHygb2zWLDggDMAZAQwCMIAbAfgC4oBnYOASwDsEA3EWIcAFgHsA7gAUy5NuWoN2EISIC+RPIRFpSFGvQZtOPfmt3sJMuayhcArquFRNASiiYAZBhfao4sCiEHAKSioCrp4i-oHBofZwTpGaIm5CmJgAxuK8nFDkvCgYQXwIbPAIHsgAfATqGYXo+GJSshRhytDq6ZlNLVZtcp0qADQBQSFsjt1uQA)

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
type Arg =  (
  | {
      prefLabel?: string;
      showPref: false;
    }
  | {
      prefLabel: string;
      showPref?: true;
    }
) 
& (
    | { other: false; } 
    | { other: true; }
    );


const fn = (thing: Arg) => {};

fn({ showPref: false }); // <<< error on this line

fn({ showPref: false, other: true }); // <<< this is ok
```

### 🙁 Actual behavior

I see an error for `fn({ showPref: false });`:

```
Argument of type '{ showPref: false; }' is not assignable to parameter of type 'Arg'.
  Type '{ showPref: false; }' is not assignable to type '{ prefLabel: string; showPref?: true | undefined; } & { other: true; }'.
    Property 'prefLabel' is missing in type '{ showPref: false; }' but required in type '{ prefLabel: string; showPref?: true | undefined; }'.(2345)
input.tsx(7, 7): 'prefLabel' is declared here.
```

This is wrong because actually `other` is missing. The following line does not produce an error

### 🙂 Expected behavior

I would expect the error message to refer to the missing required property, not to an irrelevant union member
Repository: kubernetes
Issue: Kubelet keeps renewing the lease after the Node object has been deleted
Labels: kind/bug,priority/backlog,sig/node,triage/accepted

Kubelet, once registered to the apiserver, if the Node object is deleted `kubectl delete node ..` or some external controller per example, never tries to register again.
However, the lease controller is not aware of this and keeps renewing the lease.

In an scenario that a new VM with the same name register and the other kubelet is still running, this may cause a conflict (This is a theory, it has to be verified)

IIUIC, there are two periodic loops with the apiserver:
1. update node status, this will fail with "object not found" , maybe the object is recreated and it will start working again?
2. lease controller, this will keep updating the lease, that is wrong, because the node object doesn't exist, no?

_Originally posted by @aojea in https://github.com/kubernetes/kubernetes/issues/115760#issuecomment-1460168286_
Repository: flutter
Issue: Spellcheck for EditableText on Desktop
Labels: a: text input,c: new feature,framework,engine,c: proposal,a: desktop,P3,team-text-input,triaged-text-input

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## Use case

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There is currently no spell check (red squiggles) available on flutter for desktop.

## Proposal

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Add spell checking to EditableText on desktop platforms.

Related to https://github.com/flutter/flutter/issues/40682 and https://github.com/flutter/flutter/issues/34688.
Repository: TypeScript
Issue: Add support for type guarding to if statements
Labels: Suggestion,Awaiting More Feedback

# Suggestion

## 🔍 Search Terms

type guard guarding assertion

## ✅ Viability Checklist

My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).


## ⭐ Suggestion

This proposal introduces a new feature that would allow developers to use type guard statements with if-statements rather than only with functions. This feature would provide a more concise and expressive syntax for type guards, making code easier to read and maintain.

## 📃 Motivating Example

With the proposed feature, developers could use the `is` keyword directly within an if-statement to perform a type guard. For example…

### Before — requires separate function for type guarding

```ts
function isIterable<T>(obj: Iterable<T> | ArrayLike<T>): obj is Iterable<T> {
  return typeof (obj as Iterable<T>)[Symbol.iterator] === 'function';
}

function iterateOver<T>(obj: Iterable<T> | ArrayLike<T>, expose: Function) {
  if (isIterable(obj)) {
    // some logic here
  } else {
    // some logic here
  }
}
```

### After — can handle type guarding inline via if statement

```ts
function iterateOver<T>(obj: Iterable<T> | ArrayLike<T>, expose: Function) {
  const isIterable = typeof (obj as Iterable<T>)[Symbol.iterator] === 'function';
  if (isIterable): obj is Iterable<T> {
    // some logic here
  } else {
    // some logic here
  }
}
```

** this could just as easily be rewritten to get rid of the `isIterable` placeholder altogether, like this:

```ts
function iterateOver<T>(obj: Iterable<T> | ArrayLike<T>, expose: Function) {
  if (typeof (obj as Iterable<T>)[Symbol.iterator] === 'function'): obj is Iterable<T> {
    // some logic here
  } else {
    // some logic here
  }
}
```

## 💻 Use Cases

Currently, if developers want to use a type guard to narrow down the type of a value within an if statement, they need to define a separate function (AFAIK) that returns a boolean value indicating whether the value is of a certain type. This approach can be cumbersome and can lead to code that is harder to read and understand.
Repository: flutter
Issue: Make best effort to avoid "RenderBox was not laid out"
Labels: c: new feature,framework,a: quality,c: proposal,a: error message,P3,team-framework,triaged-framework

## Use case

It's very easy to trigger the `RenderBox was not laid out` error in Flutter. It takes a lot of experience to figure out which widgets can be included in which other widgets without triggering this. (e.g. a `ListView` inside a `Column` will trigger this error, because both try to expand vertically, so the inner widget needs to be [sized explicitly](https://stackoverflow.com/a/61153446/3950982).)

This has to be the most annoying, common, and frustrating error to deal with when it comes to constructing Flutter UIs. I hit it all the time.

## Proposal

Rather than default to red-screening the user, why not simply make a best-effort attempt to lay out the content in this case? For example, if a widget and its child are both trying to expand vertically, why not size the inner widget to 50% of the available space, or something?
Repository: tauri
Issue: [bug] use `enigo` in tauri cause app crashed
Labels: type: bug,help wanted,platform: macOS,status: needs triage

### Describe the bug

I try to use `enigo` to do some keyboard event mock in my tauri app, and it will crash when the macOS api `TISCopyCurrentKeyboardInputSource` or `TISGetInputSourceProperty` execute in `enigo`.

I start an [issue](https://github.com/enigo-rs/enigo/pull/161) in enigo before, but we found the crash will only appear in my Tauri app.

### Reproduction

1. register a shortcut
```rust
import { isRegistered, register, unregister } from '@tauri-apps/api/globalShortcut';
export async function registerShortcut(shortcut: string, callback: (shortcut?: string) => void) {
  await register(shortcut, (shortcut) => {
    callback(shortcut);
  });
}
```
and there is a log in shell: 
```shell
register Accelerator { id: Some(AcceleratorId(29420)), mods: ALT, key: KeyS }
```

2. write a tauri command, and invoke in javascript
```rust
#[tauri::command]
async fn paste_content(window: tauri::Window) {
    let mut enigo = Enigo::new();
    let trusted = accessibility::query_accessibility_permissions();
    if trusted {
        enigo.key_down(Key::Meta);
        enigo.key_click(Key::Layout('v'));
        enigo.key_up(Key::Meta);

    }
}
```
```javascript
invoke("paste_content").then(async _ => {
        
 })
```
I use `accessibility` to help me request the macOS accessibility permission, and it returns `true`.
3. the application crashed

### Expected behavior

The app does not crash.

### Platform and versions

```text
Environment
  › OS: Mac OS 13.0.0 X64
  › Node.js: 16.14.0
  › npm: 8.3.1
  › pnpm: 7.9.5
  › yarn: 3.1.1
  › rustup: 1.25.2
  › rustc: 1.68.0
  › cargo: 1.68.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
  › @tauri-apps/cli [NPM]: 1.2.3
  › @tauri-apps/api [NPM]: 1.2.0
  › tauri [RUST]: 1.2.4,
  › tauri-build [RUST]: 1.2.1,
  › tao [RUST]: 0.15.8,
  › wry [RUST]: 0.23.4,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:1420/
  › framework: React
  › bundler: Vite

App directory structure
  ├─ dist
  ├─ node_modules
  ├─ public
  ├─ .github
  ├─ src-tauri
  ├─ api
  ├─ .git
  ├─ .vscode
  ├─ assets
  └─ src
```


### Stack trace

```text
There is no output in my shell when it crashed, I try to debug it and set some breakpoints, I put the screenshots [here](https://github.com/enigo-rs/enigo/pull/161#issuecomment-1460236620)
```


### Additional context

_No response_
Repository: pytorch
Issue: Proposal: Disable GC in test suite; GC after every test case
Labels: triaged,module: flaky-tests,module: infra,module: testing,module: devx

### 🐛 Describe the bug

GC triggering at unpredictable times is sometimes a cause of nondeterminism in unit tests. It seems to me that it should be feasible to disable GC entirely, and only run GC at the end of tests (and perhaps selectively enable GC for particular tests that need it to work correctly). WDYT.

cc @ZainRizvi @kit1980 @huydhn @clee2000 @albanD 

### Versions

master
Repository: godot
Issue: Godot 4.0 Vulkan Crash on Galaxy Tab S4
Labels: platform:android,topic:rendering,needs testing

### Godot version

4.0 beta 11

### System information

Android 10 Samsung SM-T837T

### Issue description

Exported game has been fine across range of Android devices but started receiving playstore crash notices for Samsung Galaxy S4 Tablet, SDK 29.  Unfortunately, we do not have access to this device/model so debugging is limited.

Project using 'vulkan' renderer.

Research shows that the device has:
**Chipset:** *Qualcomm MSM8998 Snapdragon 835*
**GPU:** *Adreno 540*

Reported segfault bt seems consistent:
```
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
pid: 0, tid: 5079 >>> au.com.hendotech.words.crossearch.android <<<

backtrace:
  #00  pc 0x00000000000d7100  /vendor/lib64/hw/vulkan.msm8998.so
  #01  pc 0x00000000000d6320  /vendor/lib64/hw/vulkan.msm8998.so
  #02  pc 0x00000000000b0bc4  /vendor/lib64/hw/vulkan.msm8998.so
  #03  pc 0x0000000000021f3c  /system/lib64/libvulkan.so (vulkan::api::(anonymous namespace)::CmdDrawIndexed(VkCommandBuffer_T*, unsigned int, unsigned int, unsigned int, int, unsigned int)+216)
  #04  pc 0x0000000002666924  /data/app/au.com.hendotech.words.crossearch.android-sYUKiIExqsTgJ-ZN8gYQHA==/split_config.arm64_v8a.apk!libgodot_android.so
  #05  pc 0x0000000002669d0c  /data/app/au.com.hendotech.words.crossearch.android-sYUKiIExqsTgJ-ZN8gYQHA==/split_config.arm64_v8a.apk!libgodot_android.so
...
```
No debug symbols uploaded.

Note Godot beta version used.  We are in the process of migrating to 4.0 stable but couldn't find relevant resolved issues from last few weeks that may correspond/fixed (may have missed) so raised issue.  Will update when published on stable if we notice any changes.

Please let me know if any further info I can provide.

### Steps to reproduce

When the crash occurs we do get a single analytics event beforehand, which would suggest the initial terms screen is displayed/accepted successfully but no further interaction.

The game is only Control/2D based though main screen does have very simple blur shader active, which *could* be related.
```
shader_type canvas_item;

uniform float blur_amount : hint_range(0, 5);

void fragment() {
	COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
}
```
Note: Syntax from pre 4.0 stable.

### Minimal reproduction project

Unable to reproduce locally.
Repository: flutter
Issue: `TextField(textInputAction: TextInputAction.done)` in Android emulator does not accept Enter for `done`
Labels: a: text input,platform-android,framework,f: material design,has reproducible steps,P2,found in release: 3.7,found in release: 3.9,team-android,triaged-android

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When using `TextField(textInputAction: TextInputAction.done)`, if you run your app in the Android emulator, the Enter key on the on-screen keyboard will change into a checkmark. Clicking this does in fact cause the `TextField`'s `onSubmit` handler to be called. However, pressing Enter on the computer that the emulator is running on does not accept Enter as the `done` action.

**Expected results:** <!-- what did you want to see? -->

Since the Android virtual keyboard's Enter key is replaced with a checkmark, which calls `onSubmit`, I would expect the desktop computer's Enter key to do the same.

**Actual results:** <!-- what did you see? -->

As above.

Flutter version 3.7.5
Dart version 2.19.2
Android emulator on Linux
Repository: stable-diffusion-webui
Issue: [Feature Request]: Cache checkpoints in RAM before using them
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 ?

There is already a setting to cache a certain number of checkpoints in RAM. This feature would prefetch the next model to be used when, for example, doing an XY plot using multiple checkpoints. That way there is no downtime in loading a model from disk. So say for example you are doing an XY plot across 3 different checkpoints and we have enabled saving 3 checkpoints to RAM. The first checkpoint would be loaded normally, however once it's done loading and the image starts to get generated, the next checkpoint would also be loaded into RAM. Once the first image is done generating, we would normally load the next checkpoint, but it's already in RAM waiting to be used because we prefetched it. The same steps would apply for the third checkpoint, loading the model into RAM while processing the second image.

### Proposed workflow

1. Go to settings and enable saving checkpoints to RAM
2. Enable prefetching models
3. Go to txt to Img and setup a prompt to generate images across multiple models
4. Press generate


### Additional information

_No response_
Repository: pytorch
Issue: Why doesn't PyTorch install the REAL nvidia cuDNN pip package?
Labels: module: binaries,module: cuda,triaged

### 🐛 Describe the bug

I requested that PyTorch upgrade the cuDNN v8.5 version that it was previously bundling to v8.7 due to a serious perf issue in [92288](https://github.com/pytorch/pytorch/issues/92288) 
When I pip install the default torch of 1.13.1 it also installs nvidia-cudnn-cu11 to provide the old cuDNN libraries.  For some reason to fix issue-92288 instead of upgrading "THE" cuDNN package to v8.7 you instead simply threw the cuDNN v8.7 libraries into torch/lib.

NVidia has long ago released cuDNN v8.7 and recently released v8.8.   Why not just install the REAL THING instead of just copying out the libraries and leaving nearly 1GB of the old nvidia-cudnn-cu11==8.5.0.96 stuff to potentially cause conflicts and waste disk space?

Of course, if I don't "UPGRADE" an old pytorch 1.13 to V2 and just "INSTALL" V2 in a clean env then V2 seems to no longer has the dependency on nvidia/cudnn so I don't get two copies of the lib's.  But here is the problem;  I know how to see EXACTLY where the libraries loaded into my python process is coming from using "pmap" on Linux.  If I tried to upgrade nvidia-cudnn-cu11 to v8.8 it DOES NOT use the cuDNN libraries in the OFFICIAL cuDNN package.  It sees the torch/lib copies first and loads those.  I can only image the problems less sophisticated users will incur when one day some says: Oh, BTW if you upgrade to cuDNN v8.8 in your env you can fix that issue you've been running into.  Stealing a pile of libraries, from cuDNN, isn't a real install of a package.


### Versions

.

cc @ezyang @seemethere @malfet @ngimel