sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: [FR] Add support in informers to filter objects for local cache
Labels: sig/api-machinery,triage/accepted

This is a feature request to add support for informers to filter objects for local cache. The motivation is to reduce the local cache size, which is memory overhead, for shared informers.

For example, a binary might initialize a shared informer for multiple controllers but some controllers only want to watch objects with particular field values. It can't be done with `tweakListOptions` because controllers might changes the filters after informers are created.

One possible implementation is to add a handler in SharedInformer interface

```
type SharedInformer interface {
AddCacheFilterHandler(handle CacheFilterHandler) error
}

type CacheFilterHandler func(obj) bool

func Everything(obj) bool {
    return true
}
```

For compatibility, every informer is created with caching everything option, either it's created by NewSharedIndexInformer or reused in infomer factory for a new consumer. For every instance that refers to this shared informer, they can specify CacheFilterHandler, which composes a list of handlers to decide if an object should be cached in the local.

I am not sure if this is feasible with current API structure but would like to see if this is a good idea to start with. Thanks for any comments.
Repository: godot
Issue: Vulkan Mobile: 3D rendering is black on Android (only 2D rendering is visible)
Labels: bug,platform:android,topic:rendering,confirmed,topic:3d

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

4.0-rc2

### System information

Android 10 armeabi-v7a, [Samsung SM-M105M](https://www.gsmarena.com/samsung_galaxy_m10-9508.php), GPU Mali-T830 MP1, Vulkan

### Issue description

I get a black screen for anything 3D in the scene in the given device.

This is how it's supposed to look (screenshot from another device)
![ok](https://user-images.githubusercontent.com/5981265/219104086-55c10e38-69e4-40b2-ab86-23f93fedf1a8.jpeg)

This is how it looks in the device
![black](https://user-images.githubusercontent.com/5981265/219104073-c745d162-04fd-4413-b9a8-fae10b388634.jpeg)

Notice the 2D elements rendering fine, it's only the 3D stuff missing.

Using `gl_compatibility` as a renderer works, it's just an issue with Vulkan.

I understand the GPU [should support vulkan](https://developer.arm.com/Processors/Mali-T820%20and%20Mali-T830) just fine.

Relevant logcat: [render-test-logcat.txt](https://github.com/godotengine/godot/files/10745777/render-test-logcat.txt)

### Steps to reproduce

Exporting and installing the reproduction project in a device with this characteristics is enough.

### Minimal reproduction project

The project comes with what logcat had for a simple run.

[RenderTest.zip](https://github.com/godotengine/godot/files/10745738/RenderTest.zip)

Devices and GPUs this can be reproduced on:
- Samsung SM-M105M, GPU Mali-T830 MP1
- Samsung SM-A045M, GPU PowerVR GE8320 MP2
- Samsung Galaxy A01, Adreno 505
Repository: PowerToys
Issue: Image resize no longer in right click and drag menu
Labels: Issue-Bug,Product-Image Resizer,Needs-Triage

### Microsoft PowerToys version

0.67.1

### Installation method

PowerToys auto-update

### Running as admin

Yes

### Area(s) with issue?

Image Resizer

### Steps to reproduce

Select files, right click to drag and drop, and resize option no longer in menu

### ✔️ Expected Behavior

resize images being available in menu

### ❌ Actual Behavior

no resize images available

### Other Software

_No response_
Repository: pytorch
Issue: PR #88607 breaks build for POWER9 CPU
Labels: module: build,triaged,module: POWER,actionable

### 🐛 Describe the bug

PR #88607 adds shift operators to vector types. In the general case, those shifts are implemented as for loops:

https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/cpu/vec/vec_base.h#L805

However, the access with `operator[]` conflicts, in the POWER9 case (and likely others), with the fact that they are not implemented:
https://github.com/pytorch/pytorch/blob/master/aten/src/ATen/cpu/vec/vec256/vsx/vec256_int32_vsx.h#L219

and so the code cannot compile.

### Versions

Git revision ae57bd663061cbd6bca3a03d12bb70a24913a84c

Relevant info from script:

```
GCC version: (GCC) 8.3.1 20190311 (Red Hat 8.3.1-3)
Clang version: 12.0.1
CMake version: version 3.25.1

CPU:
Architecture:          ppc64le
Byte Order:            Little Endian
Model name:            POWER9, altivec supported
```


cc @malfet @seemethere
Repository: godot
Issue: Editor 3D WASD Navigation often stops working
Labels: bug,topic:editor,needs testing,topic:3d

### Godot version

4.0 (I believe after one of the latter betas; both RC 1 and RC 2 has this bug)

### System information

Ubuntu 22.04

### Issue description

When navigating using the WASD keys, sometimes the camera keeps moving after I unpress a key. After that, everytime I enter free-look (right mouse button), the camera will just keep moving, unless I press the key corresponding to the other side. The only way to restore the free-look behavior, as far as I know, is to restart Godot.

This bug started happening the same time as another annoying GDScript editor bug: sometimes when I press "CTRL+S", the editor inputs the letter "s" instead of saving. I'm not sure if those two bugs are related, but I thought it was important to note this, since both bugs started happening at the same time (on the later betas).

### Steps to reproduce

Just navigate around a 3D scene with free-look until this happens.

### Minimal reproduction project

Any project will do. I can't create a reproduction project for this because it happens randomly in any project, although it happens often.
Repository: next.js
Issue: On Demand ISR - Caches old data / renders stale data for initial request
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: linux
      Arch: x64
      Version: #66~20.04.1-Ubuntu SMP Wed Jan 25 09:41:30 UTC 2023
    Binaries:
      Node: 14.17.5
      npm: 6.14.14
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.1.6
      eslint-config-next: 13.1.6
      react: 18.2.0
      react-dom: 18.2.0


### Which area(s) of Next.js are affected?

Data fetching (gS(S)P, getInitialProps)

### Link to the site that reproduces this issue

https://on-demand-isr-no-cache.vercel.app/

### To Reproduce

1. Navigate from home page to ssg page - static page
2. Shows Current date (of last build / revalidation)
3. Navigate back to home page
4. Navigate to ssr page
5. Shows current date (latest)
6. Click on the date
7. api request is made which revalidates ssg page - ON DEMAND ISR
8. Navigate back to home page
9. Navigate to ssg
10. Still shows Current date(of last build / revalidation) - not current date after revalidation

### Describe the Bug

After revalidating the page with ON DEMAND ISR,
When user hovers the mouse on the <Link/> to ssg page, api request is made to getStaticProps to get data
If the user clicks on the link before the request is completed(usually this is the case) and navigates - he gets the old data(date)

Upon subsequent visits to the page or on reload, content of the static page is updated

### Expected Behavior

This results in real time data mismatch. 
User should be navigated to ssg page with revalidated data


Code reference
```
api route

export default async function handler(
  req: NextApiRequest,
  res: NextApiResponse
) {
  await res.revalidate('/ssg');
  res.json({ message: 'SSG Re validated!' })
}
```

```
ssg.tsx page

export async function getStaticProps () {
  return { props: { data: [{name: new Date().toString()}] } }
}
```
Repository: stable-diffusion-webui
Issue: [Bug]: "tokenizer_config_handle: FileNotFoundError: [Errno 2] No such file or directory:" any help to fix it is appreciated.
Labels: bug-report

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Hello Guys, i'm not an advanced coder myself and sadly cannot figure out what to do here, hope you can help me. ill provide any information needed. 

### Steps to reproduce the problem

1. Launching the webui leads to this error which you can see on screenshot

![Screenshot 2023-02-15 163356](https://user-images.githubusercontent.com/74933935/219115210-683f5b59-8d10-4eb8-8aab-0095616cd331.png)


### What should have happened?

Webui should run

### Commit where the problem happens

i have the latest update

### What platforms do you use to access the UI ?

Windows

### What browsers do you use to access the UI ?

Google Chrome

### Command Line Arguments

```Shell
no
```


### List of extensions

i'm using GFPGAN Face Restoration

### Console logs

```Shell
same log provided in the screenshot above
```


### Additional information

hope this information will be enough, otherwise, I'll answer any questions you ask.
Repository: vscode
Issue: Indentations of curly braces becomes wrong after moving a current line up or down
Labels: bug,editor-autoindent

![00000124](https://user-images.githubusercontent.com/8351863/219117593-ff3f8777-7913-483d-b11a-ae9826981fd9.gif)
Repository: vscode
Issue: VS Code reports incorrect size of the terminal until the terminal is manually resized
Labels: bug,help wanted,terminal-layout

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
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<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes

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- VS Code Version: 1.75.1
- OS Version: Ubuntu 22.04.1 LTS

Steps to Reproduce:

1. Make `typeset -p COLUMNS` or `repeat COLUMNS; print -n .` command run on integrated terminal open (e.g. by adding one of them at the very top of ~/.zshrc config file)
2. Open VS Code
3. Open integrated terminal
4. Close VS code and re-open it
5. Resize the showed up terminal
6. Run in the terminal `typeset -p COLUMNS` or `repeat COLUMNS; print -n .` command
7. Observe the difference between the value coming from the terminal command run on startup and command run manually (see screenshot below). VS Code reports incorrect size on terminal open until it gets manually resized.

![2023-02-15_19-52](https://user-images.githubusercontent.com/125473856/219117883-88085b1b-5a80-4703-8b6b-20a0c389378a.png)
Repository: go
Issue: x/net/quic: add QUIC implementation
Labels: Proposal,Proposal-Accepted

I propose adding an implementation of the QUIC transport protocol ([RFC 9000](https://www.rfc-editor.org/rfc/rfc9000.html)) in `golang.org/x/net/quic`. QUIC is the protocol underlying HTTP/3, and QUIC support is a necessary prerequisite for HTTP/3 support.

The proposed API is in https://go.dev/cl/468575. This API does not include support for Early Data, but does not preclude adding that support at a later time.

RFC 9000 does not define a QUIC API, but it does define a set of operations that can be performed on a QUIC [connection](https://www.rfc-editor.org/rfc/rfc9000.html#section-5.3) or [stream](https://www.rfc-editor.org/rfc/rfc9000.html#section-2.4).

A QUIC connection is shared state between a client and server.

* open a [client] connection:

  ```go
  conn, err := quic.Dial(ctx, "udp", "127.0.0.1:8000", &quic.Config{})
  ```

* listen for incoming connections:

  ```go
  l, err := quic.Listen("udp", "127.0.0.1:8000", &quic.Config{})
  conn, err := l.Accept(ctx)
  ```

A QUIC stream is an ordered, reliable byte stream. A connection may have many streams. (A QUIC stream is loosely analogous to a TCP connection.)

* create streams:

  ```go
  s, err := conn.NewStream(ctx)
  ```

* accept streams created by the peer:

   ```go
  s, err := conn.AcceptStream(ctx)
  ```

* read from, write to, and close streams:

  ```go
  n, err = s.Read(buf)
  n, err = s.Write(buf)
  s.Close()
  ```

* stream operations also have Context-aware variants:

  ```go
  n, err = s.ReadContext(ctx, buf)
  n, err = s.WriteContext(ctx, buf)
  s.CloseContext(ctx)
  ```

* data written to streams is buffered, and may be explicitly flushed:

  ```go
  // Sends one datagram, not 100.
  for i := byte(0); i < 100; i++ {
    s.Write([]byte{i})
  }
  // Data will not be sent until a datagram's worth has been accumulated or an explicit flush.
  // No Nagle's algorithm.
  s.Flush()
  ```

See https://go.dev/cl/468575 for the detailed API.
Repository: godot
Issue: Export variables on base class do not update in inspector of node with child class script
Labels: bug,topic:gdscript,topic:editor

### Godot version

v4.0.rc1.official [8843d9ad3]

### System information

Linux Ubuntu 20.04 with Unity desktop

### Issue description

Exported variables defined in some base class script are serialized in nodes using a script whose class inherits from the base class too.

However, such serialized fields are not updated in the inspector: when adding, removing or renaming exported vars on the base class script, nodes with child class script do not show any field changes in the inspector.

This only happens when the script is a child class, and the exported var is on the base class. If the script is the base class itself, or we change exported var on the child class, the inspector updates appropriately.

Workaround: restart the editor

Note: unlike https://github.com/godotengine/godot/issues/70217, this affects the whole fields, not just the tooltip

### Steps to reproduce

1. Open repro project demo scene
2. Select "Node2D with Child Script" in the inspector
3. Open BaseClass.gd in code editor
4. Comment out base_field2 declaration, add base_field3 or rename any existing field
5. Check both nodes in the inspector
Expected: both reflect the field changes
Actual: only "Node2D with Base Script" updates properly. The one with child script shows the old fields.

![image](https://user-images.githubusercontent.com/1067772/219125286-7f22962a-8181-4ebc-8c04-18c07ca07c5a.png)

You can continue changing ChildClass fields too, but those should work normally.

You can also restart the editor to confirm the changes.

### Minimal reproduction project

[v4.0.rc1 - Base class exported vars do not update on child class node.zip](https://github.com/godotengine/godot/files/10746332/v4.0.rc1.-.Base.class.exported.vars.do.not.update.on.child.class.node.zip)
Repository: deno
Issue: Snapshot fail if inspector is enabled
Labels: bug,debugger,custom runtime

When trying to create a new snapshot after 1.30+(it was working well on 1.29.4) using inspection = true,

```rust
 let mut runtime = JsRuntime::new(RuntimeOptions {
        will_snapshot: true,
        inspector: true,
        ..Default::default()
      });
//... execute some scripts
//This fails
 runtime.snapshot()
...
```

Fails with unknown external reference

```log
0xfc4002edee9: [SharedFunctionInfo] in OldSpace
 - map: 0x0fc400002625 <Map[40](SHARED_FUNCTION_INFO_TYPE)>
 - name: 0x0fc4002ede85 <String[10]: #createTask>
 - kind: ConciseMethod
 - syntax kind: AnonymousExpression
 - function_map_index: 205
 - formal_parameter_count: 0
 - expected_nof_properties: 0
 - language_mode: sloppy
 - data: 0x0fc4002ede9d <FunctionTemplateInfo>
 - code (from data): 0x0fc40018b625 <CodeDataContainer BUILTIN HandleApiCall>
 - script: 0x0fc4000023e1 <undefined>
 - function token position: 0
 - start position: 0
 - end position: 0
 - no debug info
 - scope info: 0x0fc400002765 <ScopeInfo>
 - length: 0
 - feedback_metadata: <none>

0xfc4002ede9d: [FunctionTemplateInfo] in OldSpace
 - map: 0x0fc4000076b1 <Map[60](FUNCTION_TEMPLATE_INFO_TYPE)>
 - class name: 0x0fc4000023e1 <undefined>
 - tag: 0
 - serial_number: -1
 - property_list: 0x0fc4000023e1 <undefined>
 - call_code: 0x0fc4002eded9 <CallHandlerInfo callback= 0x101ac8b70, data= 0x0fc4002c2ed5 !!!INVALID CONSTRUCTOR!!!>, side_effect_free= false>
 - property_accessors: 0x0fc4000023e1 <undefined>
 - signature: 0x0fc4000023e1 <undefined>
 - cached_property_name: 0x0fc400002459 <the_hole>
 - undetectable: false
 - need_access_check: false
 - instantiated: true
 - rare_data: 0x0fc4000023e1 <undefined>

0xfc4002eded9: [CallHandlerInfo] in OldSpace
 - map: 0x0fc400002d69 <Map[16](CALL_HANDLER_INFO_TYPE)>
 - callback: 0x101ac8b70
 - data: 0x0fc4002c2ed5 !!!INVALID CONSTRUCTOR!!!>
 - side_effect_free: false

0xfc4002c2ed5: [JS_EXTERNAL_OBJECT_TYPE] in OldSpace
 - map: 0x0fc40018441d <Map[20](HOLEY_ELEMENTS)> [FastProperties]
 - prototype: 0x0fc400002261 <null>
 - elements: 0x0fc400002259 <FixedArray[0]> [HOLEY_ELEMENTS]
 - external value: 0x106404690
 - properties: 0x0fc400002259 <FixedArray[0]>
 - All own properties (excluding elements): {}

Unknown external reference 0x106404690.
<unresolved>
```
Repository: godot
Issue: BitMap inspector preview cannot be resized below the BitMap's initial size
Labels: bug,topic:editor,usability

### Godot version

4.0.rc1

### System information

Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)

### Issue description

The BitMap inspector preview cannot be resized below the BitMap's initial size. This is problematic for large BitMaps – see the example below with a 1024×1024 Texture2D, then a 1024×1024 BitMap ([downloaded from Poly Haven](https://polyhaven.com/a/red_brick_03)).

### Texture2D double-clicked in FileSystem dock

![Screenshot_20230215_200104](https://user-images.githubusercontent.com/180032/219127093-2c178b5a-e899-47ed-95c0-2e9bd1781d2b.png)

### BitMap double-clicked in FileSystem dock

The dock size on the right is the minimum; it cannot be resized below that size.

![Screenshot_20230215_200110](https://user-images.githubusercontent.com/180032/219127102-1a138b76-8eea-4b94-8c76-aeaf51109673.png)


### Steps to reproduce

- Import two textures with a high resolution.
- Change the import type of one of the two textures to BitMap in the Import dock, then restart the editor when prompted.
- Double-click the BitMap in the FileSystem dock to preview it in the Inspector.

### Minimal reproduction project

[test_large_bitmap.zip](https://github.com/godotengine/godot/files/10746444/test_large_bitmap.zip)
Repository: flutter
Issue: Support App Groups on macOS
Labels: platform-mac,p: path_provider,package,team-ecosystem,P3,triaged-ecosystem

Split off from https://github.com/flutter/flutter/issues/117685.  Support getting the [App Group directory](https://developer.apple.com/documentation/xcode/configuring-app-groups) on macOS from the path_provider plugin.

PR to implement App Groups only supports iOS: https://github.com/flutter/plugins/pull/7114
Repository: angular
Issue: Add CheckExhaustive directive for NgSwitch
Labels: feature,area: common,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

If you're using an enum as the switch value, you cannot guarantee that all properties of that enum have been checked. You can do this with a normal TS switch case by checking that the value is a `never` in the default case. This won't be possible in `NgSwitch`, but you can still do a runtime check to make sure each of the enum's values have been checked.

### Proposed solution

Create a `CheckExhaustive` directive. Store the `ngSwitchCase`s within `NgSwitch` and allow the `CheckExhaustive` directive to check the enum against the stored switch cases. Throw an error if a case is missed.

### Alternatives considered

I tried making my own external directive and tried using the `_caseCount` value to compare the number of enum properties to. The problem there was that I could potentially add multiple of the same switch cases, which make the count unreliable to evaluate whether it exhaustively checks all the properties of the enum.
Repository: neovim
Issue: Debian build: /home/runner directories leaked into the lua package.path and package.cpath
Labels: bug,build,lua

### Describe the bug

Under the Debian build, some directories from `/home/runner` are leaked into the lua `package.path` and `package.cpath`. These directories are on the build machine, and should not leaked into the final build.

This is not a sever bug, but would be nice to be fixed in the make script.

By the way, both `package.path` and `package.cpath` use the current directory as the first search location. IMHO, it is okay for command-line lua/luajit, but should be removed from the luajit embedded in nvim.

### Steps to reproduce

nvim --clean
:lua print(package.path)
:lua print(package.cpath)
:q

### Expected behavior

Directories from the build machine are not included in the lua search path.

Also, the current directory should be removed from the search path as well.

### Neovim version (nvim -v)

0.8.2

### Vim (not Nvim) behaves the same?

not tested.

### Operating system/version

Debian 11

### Terminal name/version

urxvt

### $TERM environment variable

tmux-256color

### Installation

Both build from repo, and install the neovim Debian build.
Repository: stable-diffusion-webui
Issue: [Feature Request]: I suggest a function locking control on UI
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 ?


I just have one inconvenience. After running UI on my PC, I experience malfunction due to mistouch when using UI on mobile device.

Sometimes the steps goes up to 133. Sometimes when I thought the image didn't come out my way, I saw that the CFG was up over 20.

This is all the result of my touch mistake.
However, if you can lock the control of the UI, I think such mishaps will be reduced a lot.
If you can give me locking the controls on the quality of the image or the time it is produced, I think there will be more enjoyable results regardless of this miss-touch.

Thank you for always giving me joy.

### Proposed workflow

1. Go to .... 
2. Press ....
3. ...


### Additional information

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: make cli /library arguments more consistent
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 ?

Make CLI / library arguments more consistent. 

Some are named `SOMETHING_DIR` while others are named `SOMETHING_PATH`, both pointing to files/directories. 

While breaking for some, minor edits would be required to update any scripts, and sticking with one or the other would result in more consistent usage and clearer understanding/documentation of arguments. 

### Proposed workflow

1. Choose between `*_DIR` and `*_PATH` for command line arguments
2. Implement this choice across command line arguments


### Additional information

_No response_