sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: java-design-patterns
Issue: Service Mesh pattern
Labels: info: help wanted,epic: pattern,type: feature

**Description:**
The Service Mesh design pattern is a dedicated infrastructure layer for managing service-to-service communication within a microservices architecture. It aims to address the complexities associated with the growing number of services by providing observability, security, and reliability without altering application code. The main elements of the pattern include:

1. **Service Discovery:** Automatically detects and tracks the availability and health of services.
2. **Load Balancing:** Distributes incoming service requests across multiple instances of a service to ensure reliability and performance.
3. **Traffic Management:** Controls the flow of traffic between services, including routing, retries, failovers, and circuit breaking.
4. **Security:** Provides service-to-service authentication, authorization, and encryption.
5. **Observability:** Offers insights into service behavior, including metrics, logging, and tracing.

**References:**
1. [Service Mesh for Microservices](https://medium.com/microservices-in-practice/service-mesh-for-microservices-2953109a3c9a)
2. [Service Mesh Architecture](https://256.nurkiewicz.com/2)
3. [The Rise of Service Mesh Architecture](https://dzone.com/articles/the-rise-of-service-mesh-architecture)
4. [Pattern: Service Mesh](https://philcalcado.com/2017/08/03/pattern_service_mesh.html)

**Acceptance Criteria:**
1. Implement a basic Service Mesh framework that includes service discovery, load balancing, and traffic management.
2. Integrate security features for service-to-service communication, ensuring authentication and encryption.
3. Provide observability tools, including metrics collection, logging, and distributed tracing for monitoring service interactions.
Repository: go
Issue: x/build/cmd/coordinator: active gomote sessions and coordinator deploys are mutually exclusive
Labels: Builders,NeedsInvestigation

There are times when people need to investigate issues that require configuration or environment that is hard to reproduce locally, and they use [gomote](https://golang.org/wiki/Gomote) instances for such debugging sessions.

A limitation of the current implementation of this system is that all remote buildlets are lost when `cmd/coordinator` restarts. This limitation is documented in [doc/remote-buildlet.txt](https://github.com/golang/build/blob/9e7a7627a6196130b73c47362c3987069212b6d3/doc/remote-buildlet.txt#L5):

> Currently, if the coordinator dies or restarts, all buildlets are lost.

An unfortunate consequence is that this can reduce the window of time when `cmd/coordinator` can be re-deployed without disrupting investigative done by others.

This can generally be worked around by coordinating with people who are using gomotes to find a good time for a deploy, but it scales poorly when there are more concurrent investigations being done, especially during business hours.

This is the tracking issue to track how much of a problem it is and investigate ways to improve this situation if it ends up becoming a bottleneck.

/cc @cagedmantis @toothrot @andybons
Repository: godot
Issue: Collision detection issues - multiple collision shapes, CCD
Labels: bug,topic:physics,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:	
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**Godot version:**
v3.2.2, custom build 73b97e8f0


**OS/device including version:**
Linux Mint 19.3


**Issue description:**
There are several issues already discussing the problems of continuous collision detection, more specifically the fact that it seemingly does not work at all (see #16113 for instance). I made some more tests as this issue affects my project, and noticed some unexpected behavior.

First of all, it is expected that small, fast objects may tunnel through thin obstacles or other small objects if they travel more distance between two physics frames than the size of both objects. This is where continuous collision detection is supposed to prevent such behavior. However, while testing I noticed the following:
- with continuous collision detection *disabled*, a rigid body with a single BoxShape never tunnels through a thin obstacle (see MRP below), even at speeds of 500 m/s at 60 physics FPS.
- on the other hand, a compound rigid body (in this case two BoxShapes) can tunnel through the same obstacle, irrespective of whether continuous collision detection is enabled.

I have not tested other shapes, but it appears that having more than one collision shape in a rigid body causes it to ignore continuous collision detection, while single collision shape rigid bodies seem to always have CCD enabled.

**Steps to reproduce:**
- Add a StaticBody with a thin BoxShape collision shape
- Add a RigidBody with a small BoxShape collision shape
- Throw/drop the rigid body into the static body at various velocities and CCD settings
- Perform the same test after adding a second collision shape to the RigidBody

**Minimal reproduction project:**
[CollisionDetectionIssue.zip](https://github.com/godotengine/godot/files/4690797/CollisionDetectionIssue.zip)

In this test project, there are two small rigid bodies that get thrown into a thin wall when you press the space bar. One of them has a single collision shape while the other has two. You can change the speed of both rigid bodies through the root node's exported variable.
At 60 physics FPS, tunnelling starts occurring for the second rigid body at an initial speed of 61 m/s.
The first rigid body will never tunnel, even at 500 m/s.
Repository: youtube-dl
Issue: adding support for audiovault.net
Labels: site-support-request

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## Checklist

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Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
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- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
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- [ x] I'm reporting a new site support request
- [x] I've verified that I'm running youtube-dl version **2020.05.08**
- [x] I've checked that all provided URLs are alive and playable in a browser
- [x] I've checked that none of provided URLs violate any copyrights
- [x] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

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Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
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- Single movie: http://audiovault.net/downnload/10963


## Description

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this website is a donation based website which describes movies for blind and visually impaired people.
it requires account creation, which can be created on the website. other users can upload audio described videos (they require granting access).
all the files are in audio-only format like mp3 or ogg
thanks
Repository: pytorch
Issue: [TensorPipe] Avoid wrapping the future message in order to do atomic test-and-set
Labels: triaged,module: tensorpipe

See #38931. The TensorPipe RPC agent has two threads operate on future messages: the I/O thread(s) and the timeout thread. They each have a copy of the future and the first one to operate on the future should go ahead, while the second one should just do nothing. However, making as complete a future that is already complete is an error. To allow for these two threads to synchronize we thus wrap the future message and attach an atomic_flag to it. This shouldn't be necessary: we should either fix the future's API to allow for something like markCompleteIfNeeded, or store a single copy of the future in the TP agent and have the two threads synchronize their access to it.

cc @osalpekar @jiayisuse @lw @beauby @pritamdamania87 @mrshenli @jjlilley @gqchen @rohan-varma
Repository: flutter
Issue: video_player - Support device rotation and full screen
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

Do we have any option to enable the  auto rotation when turning the device.
Repository: flutter
Issue: Multiple global object keys
Labels: c: new feature,framework,c: proposal,P3,team-framework,triaged-framework

`GlobalKeys`, of course, are not to be abused. But sometimes they are necessary and I am finding problems with the restriction that only a single `GlobalObjectKey` must exist.

As a real example, you cannot use any widgets with a global key inside of a `ScrollablePositionedList` (see issue here: https://github.com/google/flutter.widgets/issues/137)

More generally, if you have any animation or list that must display the same widgets at the same time in different positions in the screen, then you can't have a `GlobalKey` anywhere because it will be a duplicate. 

This problem would be solved with a key called `MultipleGlobalObjectKey` which would allow for repeating the key, and then instead of having a `currentState` getter it would have a `currentStates` getter, that would return a list of states instead of a single one. (then `currentState` could throw an error if there is more than one available state).

I believe what I am asking here is not a breaking change (but maybe I'm wrong?).

In other words, this would allow us to search the tree for all widgets (more than one) with some specific global key. 

I tried to create this key class myself, but the `mount` method does this:

```
if (key is GlobalKey) {
      key._register(this);
    }
```

So `MultipleGlobalObjectKey` would need to override the `_register` method and I can't do it outside of `framework.dart`.
Repository: godot
Issue: RichTextLabel scrolling on android requires both "emulate touch from mouse" and "emulate mouse from touch" project settings
Labels: bug,platform:android,confirmed,topic:input

<!-- Please search existing issues for potential duplicates before filing yours:	
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**Godot version:**
3.2.1-stable

**OS/device including version:**
Android 9 / Samsung Galaxy S8

**Issue description:**
I have a simple scene with nothing but single RichTextLabel (scroll active=true, enough text for vertical scroll bar to appear). 

Exported to Android, drag scrolling only works if **both** "emulate touch from mouse" and "emulate mouse from touch" project settings are enabled. The obvious workaround is to just enable both settings but that causes unwanted input events that have to be ignored in my custom controls (might cause some problems elsewhere too). I assume this is not intended behavior?

**Steps to reproduce:**
See description.

**Minimal reproduction project:**
[ScrollTest.zip](https://github.com/godotengine/godot/files/4691433/ScrollTest.zip)
Repository: flutter
Issue: unable to override browser default key bindings
Labels: framework,engine,platform-web,customer: web10,customer: ddt,P2,team-web,triaged-web

In [DevTools](hub.com/flutter/devtools), we're adding keybindings to accelerate common operations. Where possible, we're trying to use keybindings that users would know from similar operations in other tools.

One keybinding we'd like to add is `ctrl-P` / `⌘P`, which for Chrome DevTools opens the list of application scripts. We're able to successfully bind to this keybinding via the `Shortcuts` / `LogicalKeySets` classes and do see our version of the scripts view opening. However, on a mac, ⌘P is the browser keybinding for print, so the browser's print dialog also opens.

Normally in a web app you'd do something like call `event.preventDefault()` to indicate that your app handled an event. It would be great if the Flutter framework / flutter web engine would notice that the key event was handled by the app, and prevented the browser default action from occurring.

From talking to @mdebbar, this use case may be covered by the 'Handling Synchronous Keyboard Events' design doc (https://docs.google.com/document/d/1rWXSjkb2ZKv-cpg26lVK0aZi4cVeXJ8j7YmSJdq2TOM/edit). 

@mdebbar @gspencergoog
Repository: youtube-dl
Issue: Adding site support to HKani.me
Labels: site-support-request

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## Checklist

<!--
Carefully read and work through this check list in order to prevent the most common mistakes and misuse of youtube-dl:
- First of, make sure you are using the latest version of youtube-dl. Run `youtube-dl --version` and ensure your version is 2020.05.08. If it's not, see https://yt-dl.org/update on how to update. Issues with outdated version will be REJECTED.
- Make sure that all provided video/audio/playlist URLs (if any) are alive and playable in a browser.
- Make sure that site you are requesting is not dedicated to copyright infringement, see https://yt-dl.org/copyright-infringement. youtube-dl does not support such sites. In order for site support request to be accepted all provided example URLs should not violate any copyrights.
- Search the bugtracker for similar site support requests: http://yt-dl.org/search-issues. DO NOT post duplicates.
- Finally, put x into all relevant boxes (like this [x])
-->

- [X] I'm reporting a new site support request
- [X] I've verified that I'm running youtube-dl version **2020.05.08**
- [X] I've checked that all provided URLs are alive and playable in a browser
- [ ] I've checked that none of provided URLs violate any copyrights
- [X] I've searched the bugtracker for similar site support requests including closed ones


## Example URLs

<!--
Provide all kinds of example URLs support for which should be included. Replace following example URLs by yours.
-->

- Single video: https://www.hkanime.com/player/gg/embed/ipGaYglJBKlm8xH/
- Single video: https://www.hkanime.com/video/148/1/1/vod.html


## Description

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Tried adding my own cookies and adding specific user-agent and referer but the request still turn around with either Error 403 Forbidden or site not supported.
Repository: rust
Issue: Decide on stability of `Display` output for libstd/libcore/etc. types
Labels: T-libs-api,C-discussion

Per the discussion in #62794, it's not clear whether the output of `Display` impls for types in the standard library should be considered stable or unstable, and if unstable, which impls might be stable.

Views expressed:

- `Display` impls are unstable ([in this comment](https://github.com/rust-lang/rust/issues/62794#issuecomment-518374531) by @Mark-Simulacrum)
- I thought they were stable except for some exceptions ([in this comment](https://github.com/rust-lang/rust/issues/62794#issuecomment-524981491) by @xfix )
- I'm not certain that the libs team has expressed a view on this ([in this later comment](https://github.com/rust-lang/rust/issues/62794#issuecomment-525028204) by @Mark-Simulacrum)

Seems worth deciding on and documenting.
Repository: kubernetes
Issue: Allow setting an environment variable to some fraction or multiple of a resource field
Labels: priority/backlog,sig/node,kind/feature,needs-triage

**What would you like to be added**:

It would be nice to pass a process a number that is a bit lower than the container memory limit so that its garbage collection or memory management can use that limit.

For example:

- setting `GOMEMLIMIT` or setting `NODEMEMLIMIT`
- setting `NODE_OPTS=--max-old-space-size=$(NODEMEMLIMIT)` would be useful.
- setting `JAVA_MEM_LIMIT` and passing `-Xmx$(JAVA_MEM_LIMIT)M`

Currently you can use `envFrom.resourceFieldRef` to "copy" a resource request or limit to an environment variable, but you can only multiply the value by some power of 1000 or 1024 by specifying `divisor`.

**Why is this needed**:

This would make it possible to pass a memory limit into a process inside the container that is based on the container resource request or limit but less.

For example, when specifying node's `--max-old-space-size` or Java's `-Xmx` parameter, setting it equal to the memory limit of the container will be a problem, because the process actually uses more memory than what you provided as a parameter.

**Potential Solutions**

- If we could specify a `divisor` like `1.5Mi` then it would result in a number of megabytes equal to roughly 2 thirds of the available memory, leaving some extra for the other heaps.
- Add another field like `scale` or `multiplier` to `enfFrom.resourceFieldRef` which is multiplied by the input value to get the env var value
- Allow arithmetic in the existing env var expansion system - where currently you can only do `$(SOME_VAR)` in the command line, additionally support something like `$(SOME_VAR - 100)`
- Allow using a go template or some simple templating/expression language to actually fill out the env var with prefix and suffix, like `--max-old-space-size={{ value * 800 }}M`

**Workarounds**

- Create an admission webhook that does one of the above without changing the kubernetes core features
- If the container uses bash, you could run a command like `bash -c 'NODE_OPTIONS=---max-old-space-size=$(($MEMORY_LIMIT-500)) ...` or create your own entrypoint wrapper (maybe a shell script) that calculates the env vars before running the actual command
Repository: pytorch
Issue: The MacOS compiler is generating illegal instruction for the division of c10::complex
Labels: triaged,module: complex

See: https://github.com/pytorch/pytorch/pull/39300

The MacOS compiler is generating illegal instruction for the division of `c10::complex` numbers. Search `AT_DISPATCH_COMPLEX_TYPES_MAC_STD` in the code to find and remove the workaround for `logspace_cpu_out` and `div_kernel`.

cc @ezyang @anjali411 @dylanbespalko
Repository: pytorch
Issue: [TensorPipe] Errors in pipeWrite should clear out the future in pendingResponseMessage
Labels: triaged,module: rpc,module: tensorpipe

## 🐛 Bug/Enhancement

In this code block: https://github.com/pytorch/pytorch/blob/e07ee1954d5d8f47617173fe7aee8db49e64c4c9/torch/csrc/distributed/rpc/tensorpipe_agent.cpp#L378-L381 it doesn't appear that the future stored in `clientPipe.pendingResponseMessage_` is cleared out when there is an early return, although the future is removed in the `pipeRead` lambda (`clientPipe.pendingResponseMessage_.erase(it);`). If the former path means that processing for that future response is over, it could also be cleared out of the map in this way.

I'm not sure if this is actually causing any known bugs anywhere, but it could perhaps be contributing to tensorpipe test flakiness. 



cc @pietern @mrshenli @pritamdamania87 @zhaojuanmao @satgera @gqchen @aazzolini @rohan-varma @xush6528 @jjlilley @osalpekar @jiayisuse @lw @beauby
Repository: godot
Issue: Models with blend shape are not rendered correctly on Android
Labels: bug,platform:android,topic:rendering,confirmed,topic:3d

<!-- Please search existing issues for potential duplicates before filing yours:	
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**Godot version:** Godot Engine v3.2.1.stable
<!-- Specify commit hash if using non-official build. -->


**OS/device including version:** OnePlus G1910 GPU:Adreno(TM) 640 GLES3
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->


**Issue description:**

I created a test scene 

1. head model with about 50+ blend shapes
![bs1](https://user-images.githubusercontent.com/9582710/83103840-1696e280-a0ea-11ea-8bb2-a98e7ece885d.jpg)


2. cube model with 2 simple blend shapes 
![bs2](https://user-images.githubusercontent.com/9582710/83103844-1860a600-a0ea-11ea-9c9c-9bdfdb34f3a4.jpg)


On my PC(OpenGL ES 3.0 Renderer: Intel(R) UHD Graphics 620）

It looks like this

<img width="326" alt="PC" src="https://user-images.githubusercontent.com/9582710/83096845-4be70480-a0d9-11ea-94fb-2a3fdcd78177.png">

But on my android phone ,it looks like this
<img width="691" alt="Android" src="https://user-images.githubusercontent.com/9582710/83096949-818bed80-a0d9-11ea-9059-ff4608be1bf4.png">


I can't capture any useful logs on my phone

And this is my phone info in OpenGl ES CapsViewer

http://opengles.gpuinfo.org/displayreport.php?id=4388



<!-- What happened, and what was expected. -->


**Steps to reproduce:**

1. open project
2. export android apk
3. run 

I tested on 3 different phones, and each phone had rendering issues.



**Minimal reproduction project:**
I compressed with 7z and changed the suffix to zip
[3D_Android_model.zip](https://github.com/godotengine/godot/files/4693542/3D_Android_model.zip)

<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
Repository: pytorch
Issue: `torch.backends` undocumented
Labels: module: docs,triaged

## 📚 Documentation

As title, `torch.backends` is undocumented

Related issue: https://github.com/pytorch/pytorch/issues/12468

FYI, here is the search suggestions for `torch.b`. Seems that many people are searching for `torch.backends.cudnn.{benchmark, deterministic, enabled}`
![image](https://user-images.githubusercontent.com/6421097/83131164-0b6d9380-a0a5-11ea-8a52-f4e340cf4e82.png)