sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Add TCP/HTTP/network requests to the CRI API
Labels: sig/network,sig/node,kind/feature,priority/important-longterm,triage/accepted

#### What would you like to be added:

CRI API methods to execute kubelet TCP and HTTP probes/lifecycle hooks

#### Why is this needed:

Current probes/lifecycle hooks implementation forces the networking model to provide connectivity between the kubelet and the pods, however, this may not be true or easy to achieve in all platforms and all the CRI implementations.

Since the CRI API abstracts the communication between "the kubelet and its pods", and it already implements the exec probes through this API, it may be useful to have an API call to exec the networking TCP and/or HTTP probes.

This request doesn't require current implementations to move to a model based on CRI/API calls, it just opens the possibility to new platforms and other CRIs to start using it, and the project to study if it should start to migrate to this mode.

However, this can present some challenges as per Tim's comment

> While this fixes some issues, it introduces new ones - old probes that used the node's localhost will be broken, for example.  I don't see how we could do it by default.

References:
- sig-network thread https://groups.google.com/g/kubernetes-sig-network/c/nIo6ffat7TI/m/xIEtpAAeDgAJ
- Pod readiness probe cannot be directed at specific IP family
https://github.com/kubernetes/kubernetes/issues/101324#issuecomment-831563048
- Pod probes lead to blind SSRF from the node
https://github.com/kubernetes/kubernetes/issues/99425#issuecomment-829712715
Repository: pytorch
Issue: ctc loss bug
Labels: module: autograd,module: loss,triaged

## 🐛 Bug

<!-- A clear and concise description of what the bug is. -->


when i use CTCloss with zero_inifinity=true  thr errors comes as follows,but when when set zero_inifinity=false it works well, please help thank you so much


  
    loss.backward()
/python3.6/site-packages/torch/tensor.py", line 221, in backward
    torch.autograd.backward(self, gradient, retain_graph, create_graph)
.local/lib/python3.6/site-packages/torch/autograd/__init__.py", line 132, in backward
    allow_unreachable=True)  # allow_unreachable flag
RuntimeError: The size of tensor a (0) must match the size of tensor b (7927) at non-singleton dimension 2


enviroment:
cuda 10.2
pytorch 1.7.1




cc @ezyang @albanD @zou3519 @gqchen @pearu @nikitaved @soulitzer @Lezcano
Repository: flutter
Issue: [google_sign_in_web] hangs after sign in when accessing through webview
Labels: platform-web,p: google_sign_in,package,has reproducible steps,P3,found in release: 2.2,team-web,triaged-web

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
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## Steps to Reproduce

<!-- You must include full steps to reproduce so that we can reproduce the problem. -->

Access flutter web app on [https://buildcode.app](https://buildcode.app) through a webview (ie when shared through facebook). 

**Expected results:** <!-- what did you want to see? -->
Sign in works.

**Actual results:** <!-- what did you see? -->
Sign in hangs. Then get the following error:

<img src="https://user-images.githubusercontent.com/28828395/120878924-b3a61a00-c58d-11eb-9e07-6afd6223c18f.png" width="50%" height="50%">

Using chrome inspector doesn't reveal any errors printed to console.


<details>
  <summary>Logs</summary>

```
[√] Flutter (Channel stable, 2.2.1, on Microsoft Windows [Version 10.0.19043.985], locale en-CA)
    • Flutter version 2.2.1 at C:\src\flutter
    • Framework revision 02c026b03c (8 days ago), 2021-05-27 12:24:44 -0700
    • Engine revision 0fdb562ac8
    • Dart version 2.13.1

[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3) 
    • Android SDK at C:\Users\alisa\AppData\Local\Android\sdk
    • Platform android-30, build-tools 30.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java       
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[√] Android Studio (version 4.1.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
       https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
       https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)

[√] Connected device (2 available)
    • Chrome (web) • chrome • web-javascript • Google Chrome 91.0.4472.77        
    • Edge (web)   • edge   • web-javascript • Microsoft Edge 91.0.864.37        

• No issues found!
```

</details>
Repository: flutter
Issue: RenderParagraph reports incorrect text boxes for justified text
Labels: engine,a: typography,P2,team-engine,triaged-engine

`RenderParagraph` returns mis-aligned text positions and boxes when the displayed text is justified.

This issue is captured transitively in an issue filed against `super_editor`:
https://github.com/superlistapp/super_editor/issues/144

The reported Flutter version is:
`Flutter (Channel stable, 2.0.5, on macOS 11.2.3 20D91 darwin-x64)`
Repository: rust
Issue: Suggest the extra comma for 1-ary tuple when warning about unnecessary parentheses around type
Labels: A-diagnostics,T-compiler,L-unused_parens

Given the following code: https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=b6faae0b3f3e40ccb0c2158eb481b989

```rust
pub type U8 = (u8);
```

The current output is (`1.52.1`, `1.53.0-beta.3` and `1.54.0-nightly`):

```
warning: unnecessary parentheses around type
 --> src/lib.rs:1:15
  |
1 | pub type U8 = (u8);
  |               ^^^^ help: remove these parentheses
  |
  = note: `#[warn(unused_parens)]` on by default

warning: 1 warning emitted
```

Ideally the output should look like:

```
warning: unnecessary parentheses around type
 --> src/lib.rs:1:15
  |
1 | pub type U8 = (u8);
  |               ^^^^ help: remove these parentheses
  |
  = note: `#[warn(unused_parens)]` on by default
  = note: if you meant to use 1-ary tuple, add an extra comma: `(T,)`
warning: 1 warning emitted
```

While I appreciate that using 1-ary tuple `(T,)` may seem odd in most cases it is still part of the language: [rust reference](https://doc.rust-lang.org/nightly/reference/types/tuple.html). It is also something that the standard library leverages too (generalising trait implementations for 1-ary tuple). Providing this extra note could go a long way to help developers writing  generalised implementation of their Trait for n-ary tuples.
Repository: PowerToys
Issue: Allow WinKey to be directly mapped for PT Run
Labels: Idea-Enhancement,Product-PowerToys Run

### Provide a description of the new feature / enhancement

there is no way to map windows key to open up powertoys run
Repository: vscode
Issue: Restored custom editors never load if the extension is uninstalled
Labels: bug,help wanted,custom-editors

Repro:

1. Install Luna Paint
2. Open an image
3. Uninstall Luna Paint
4. Reload the window

The editor will stay in loading animation forever:

<img width="579" alt="Screen Shot 2021-06-05 at 3 20 07 AM" src="https://user-images.githubusercontent.com/2193314/120888434-2246a000-c5ad-11eb-9758-7a3f4eb9efa4.png">
Repository: angular
Issue: Placeholder component for router outlet while loading
Labels: feature,area: router,router: lazy loading,feature: under consideration,feature: votes required

<!--

Oh hi there!

To expedite issue processing please search open and closed issues before submitting a new one.
Existing issues often contain information about workarounds, resolution, or progress updates.

-->


# Placeholder Component For `router-outlet`

### Relevant Package
<!-- Can you pin-point one or more @angular/* packages the are relevant for this feature request? -->
<!-- edit: --> This feature request is for @angular/router


### Description
There should be an option to attach/load a router outlet specific placeholder component meanwhile angular is loading component/module. I know there are some alternatives/way-arounds, please read **Describe alternatives you've considered** below


### Describe the solution you'd like
- The implementation should be outlet specific, providing flexibility to the developer
- Content Projection can be used for this purpose(to define the placeholder content)
- Or something like angular material's dialog approach can be used


### Describe alternatives you've considered
- Currently you can listen to router events, but that adds unnecessary handling that should be kept separate(and that is not module/outlet specific, so can't be very dynamic)
- There is another approach to this that I don't remember right now(also quite cumbersome)
Repository: godot
Issue: Object picking incorrect using game camera override
Labels: bug,topic:editor,topic:input

<!-- 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.custom_build.7610409b8
```

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->

Linux 5.12.8-arch1-1

**Issue description:**
<!-- What happened, and what was expected. -->

When using "Override Game Camera" while debugging a game, [CollisionObject.input_event](https://docs.godotengine.org/en/stable/classes/class_collisionobject.html#class-collisionobject-method-input-event) still receives events as though the ray were cast from the active camera, not the overridden camera.

**Steps to reproduce:**

1. Open the attached example
2. Click on the plane, see that the terrain is raised where you click
3. Activate "Game Camera Override"
4. Click on the plane, the raised area is no longer where you click


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[example.zip](https://github.com/godotengine/godot/files/6602604/example.zip)
Repository: node
Issue: Windows Latest LTS Version: 14.17.0 .msi installer does not clear/ upgrade existing npm version
Labels: windows,build

* **URL**: https://nodejs.org/en/download/
* **Browser version**: Chrome v90
* **Operating system**: Windows 10 Pro 21H1 64 bit

I had node v12 and npm v6.9.2 & wanted to upgrade node to v14.

I tried 2 options:
- just ran the installer and hoping it would upgrade the npm, didn't work
- uninstalled node and hoping it's fresh installation for node v14 with npm v6.14.x, didn't work

output:
- npm version was still v6.9.2 which didn't support node v14 and asked to run npm rebuild something
- googled and found not working solution which is run `npm install -g npm` 
both have deadlock output, current npm doesn't support node v14 hence can't run both commands

what I had to do manually for fresh installation:
- uninstall previous node.js
- go to C:\Users\Username\AppData\Roaming and delete manually npm & npm-cache folder
- run the msi 14.17.0 again, then it works
Repository: storybook
Issue: Compatibility issue with ts-loader, webpack 5, type module
Labels: bug,has workaround,typescript,needs triage

**Describe the bug**
Unable to run storybook after using `npx sb init --builder webpack5`

```
ModuleParseError: Module parse failed: 'import' and 'export' may appear only with 'sourceType: module' (52:0)
File was processed with these loaders:
 * ./node_modules/babel-loader/lib/index.js
You may need an additional loader to handle the result of these loaders.
```

**To Reproduce**
> Please create a reproduction by running `npx sb@next repro` and following the instructions.

Above command doesn't work. I get the below error:
`/bin/sh: 1: yarn: not found`
Failed probably because I don't have yarn on my system (Ubuntu 20.04 LTS).
But the repro's here: https://github.com/hazel-ui/hazel-ui/tree/feature/webpack
Just run `npm i` followed by `npm run storybook`. I didn't change anything storybook related after running the above `sb init` command.

**System**
```
System:
    OS: Linux 5.8 Ubuntu 20.04.2 LTS (Focal Fossa)
    CPU: (4) x64 Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz
  Binaries:
    Node: 14.17.0 - /usr/bin/node
    npm: 6.14.13 - /usr/local/bin/npm
  Browsers:
    Chrome: 91.0.4472.77
    Firefox: 88.0.1
  npmPackages:
    @storybook/addon-actions: ^6.2.9 => 6.2.9 
    @storybook/addon-essentials: ^6.2.9 => 6.2.9 
    @storybook/addon-links: ^6.2.9 => 6.2.9 
    @storybook/builder-webpack5: ^6.2.9 => 6.2.9 
    @storybook/react: ^6.2.9 => 6.2.9
```

**Additional context**
I'm trying to do a fresh install of storybook in a React project that uses Webpack 5 and ts-loader. Also using `type: "module"` in package.json which led to an initial error I fixed by doing [this](https://github.com/storybookjs/storybook/issues/11587#issuecomment-813079314).

My best guess is that there's some problem with storybook wanting to use babel-loader but my project doesn't use babel at all, the whole transpilation is entirely handled by ts-loader as [recommended in webpack docs](https://webpack.js.org/guides/typescript/#loader). So as a preference, it'd be nice if Storybook can just use the webpack config instead of installing the additional babel packages.
Repository: rust
Issue: Footgun with `catch_unwind` when catching panic-on-drop types
Labels: A-runtime,P-medium,T-lang,T-libs-api

Originally reported by @SabrinaJewson in https://github.com/rust-lang/rust/pull/85927

---

`catch_unwind(code)` is often used to make sure no panics from `code` can cause further unwinding/panics. However, when catching a panic with a payload that panics on Drop, most usages of `catch_unwind(code)` will still result in further unwinding and often unsoundness.

```rust
struct Bomb;

impl Drop for Bomb {
    fn drop(&mut self) {
        panic!();
    }
}

std::panic::panic_any(Bomb);
```

Example in rustc (found by @mystor):
https://github.com/rust-lang/rust/blob/5ea19239d9d6f49fdd76513a36386d7e83708e3f/compiler/rustc_ast/src/mut_visit.rs#L299-L300

Here, the `Result` containing the panic payload is dropped before `abort()` is called, which might cause a panic.

**Edit**: Looks like the `_` doesn't cause an immediate drop as a parameter, so this case works fine, possibly by accident.

Another example in the standard library:
https://github.com/rust-lang/rust/blob/5ea19239d9d6f49fdd76513a36386d7e83708e3f/library/std/src/rt.rs#L34-L39

```rust
fn main() {
    std::panic::panic_any(Bomb);
}
```
```
thread 'main' panicked at 'Box<Any>', src/main.rs:12:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
thread 'main' panicked at 'explicit panic', src/main.rs:7:9
fatal runtime error: failed to initiate panic, error 5
abort (core dumped)
```

And another case in the `proc_macro` bridge:
https://github.com/rust-lang/rust/blob/5ea19239d9d6f49fdd76513a36386d7e83708e3f/library/proc_macro/src/bridge/server.rs#L115-L116

```rust
#[proc_macro]
pub fn hey(_: proc_macro::TokenStream) -> proc_macro::TokenStream {
    std::panic::panic_any(Bomb);
}
```

```
thread 'rustc' panicked at 'explicit panic', src/lib.rs:5:9
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace

error: internal compiler error: unexpected panic

note: the compiler unexpectedly panicked. this is a bug.

note: we would appreciate a bug report: https://github.com/rust-lang/rust/issues/new?labels=C-bug%2C+I-ICE%2C+T-compiler&template=ice.md
```
Repository: create-react-app
Issue: upgrading react-scripts from 3.x to 4.x breaks pwa service workers
Labels: needs triage,issue: bug report

Support for migrating old apps to the new scripts gets more and more complicated and less documented.
It is NOT enough just to state that you have changed [service workers implementation](https://github.com/facebook/create-react-app/blob/master/CHANGELOG.md#service-workers) a small example how to migrate would show that you care about people using this tools in real apps...
Repository: pytorch
Issue: Conv1d with large batch size and half precision in cuda returns incorrect result
Labels: module: cuda,triaged,module: correctness (silent)

## 🐛 Bug

Conv1d with a batch size larger than 1250 using fp16 in cuda returns wrong results. Using cpu or fp32 Conv1d works correctly with any batch size. 
<!-- A clear and concise description of what the bug is. -->

## To Reproduce

Steps to reproduce the behavior:

```
import torch

batch_size = 1251
t = torch.rand(batch_size, 8, 8).cuda().half()
cnn = torch.nn.Conv1d(8,8,3).cuda().half()

print("Any batch size <= 1250 works correctly and returns the same thing")
print(cnn(t[0:1])[0])
print(cnn(t[0:1250])[0])

print("This returns different results including some nan")
print(cnn(t[0:1251])[0])
```

<!-- If you have a code sample, error messages, stack traces, please provide it here as well -->

## Expected behavior

Expect this script to print the same thing 3 times.

## Environment

```
PyTorch version: 1.8.1
Is debug build: False
CUDA used to build PyTorch: 11.1
ROCM used to build PyTorch: N/A

OS: Arch Linux (x86_64)
GCC version: (GCC) 11.1.0
Clang version: 11.1.0
CMake version: version 3.20.2
Libc version: glibc-2.33

Python version: 3.8 (64-bit runtime)
Python platform: Linux-5.12.6-arch1-1-x86_64-with-glibc2.10
Is CUDA available: True
CUDA runtime version: 11.3.58
GPU models and configuration: GPU 0: NVIDIA Quadro T2000
Nvidia driver version: 465.31
cuDNN version: Probably one of the following:
/usr/lib/libcudnn.so.8.2.0
/usr/lib/libcudnn_adv_infer.so.8.2.0
/usr/lib/libcudnn_adv_train.so.8.2.0
/usr/lib/libcudnn_cnn_infer.so.8.2.0
/usr/lib/libcudnn_cnn_train.so.8.2.0
/usr/lib/libcudnn_ops_infer.so.8.2.0
/usr/lib/libcudnn_ops_train.so.8.2.0
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[conda] blas                      1.0                         mkl  
[conda] cudatoolkit               11.1.74              h6bb024c_0    nvidia
[conda] mkl                       2021.2.0           h06a4308_296  
[conda] mkl-service               2.3.0            py38h27cfd23_1  
[conda] mkl_fft                   1.3.0            py38h42c9631_2  
[conda] mkl_random                1.2.1            py38ha9443f7_2  
[conda] numpy                     1.18.5                   pypi_0    pypi
[conda] pytorch                   1.8.1           py3.8_cuda11.1_cudnn8.0.5_0    pytorch
```

## Additional context

<!-- Add any other context about the problem here. -->


cc @ngimel
Repository: flutter
Issue: [macOS] command+w doesn't quit app
Labels: framework,platform-mac,a: desktop,has reproducible steps,P2,found in release: 2.2,team-macos,triaged-macos

On macOS (desktop), Flutter overrides command+w shortcut, which closes the tab (or the app if 1 tab remains). So, instead of quitting, Flutter does nothing and displays an error sound. I believe it should default to auto-quit when that command is triggered.
`command+q` works. `command+w` should be remapped to `command+q`

```
[✓] Flutter (Channel beta, 2.2.0, on macOS 11.4 20F71 darwin-x64, locale
    en-BR)
    • Flutter version 2.2.0 at /usr/local/flutter
    • Framework revision b22742018b (3 weeks ago), 2021-05-14 19:12:57 -0700
    • Engine revision a9d88a4d18
    • Dart version 2.13.0
```
Repository: godot
Issue: Use property binding macros instead of _set / _get override in Skeleton2D
Labels: enhancement,topic:codestyle,topic:animation,topic:2d

**Godot version:**
Master 94c31ba3006b071a6fe03b29a86d0a415351a50f

**OS/device including version:**
All platforms

**Issue description:**
Following merge of #47872 (see discussion in #40347 for more details), some 2D skeleton classes need cleanup around property usage.

The following classes need to be reviewed to see if `_set` / `_get` overrides can be replaced with standard binding macros.

Bone2D:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/2d/skeleton_2d.cpp#L40-L82

Skeleton2D:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/2d/skeleton_2d.cpp#L537-L555

SkeletonModificationStack2D:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_stack_2d.cpp#L44-L64

SkeletonModification2DCCDIK:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_ccdik.cpp#L38-L124

SkeletonModification2DFABRIK:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_fabrik.cpp#L38-L80

SkeletonModification2DJiggle:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_jiggle.cpp#L34-L104

SkeletonModification2DLookAt:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_lookat.cpp#L38-L88

SkeletonModification2DPhysicalBones:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_physicalbones.cpp#L35-L86

SkeletonModification2DStackHolder:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_stackholder.cpp#L34-L64

SkeletonModification2DTwoBoneIK:
https://github.com/godotengine/godot/blob/94c31ba3006b071a6fe03b29a86d0a415351a50f/scene/resources/skeleton_modification_2d_twoboneik.cpp#L38-L84

**Steps to reproduce:**
n/a

**Minimal reproduction project:**
n/a
Repository: neovim
Issue: Export Macros Plain Text
Labels: enhancement,macros

Macros stored in registers can already be pasted, modified, and loaded. However, _special keys_ like escape or enter are not represented as printable characters. This makes it hard to store macros in text files.

IIRC there are escape sequences like `\<CR>` one can use, but there doesn't seem to be a way to convert the original macro representation to one that uses only printable characters.

Can we improve upon this somehow such that macros can be exported to plain text files without messing up the file?

Edit: I also want to load a macro from this plain text representation.
Repository: create-react-app
Issue: [Discussion]: Deployment has failed due to .eslintcache
Labels: needs triage

Hi, I'm using "react-scripts": "4.0.1",It shows build error due to .eslintcache autogenerated file  .Can anyone please help me to  get rid of this ?