sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Replace admission poliy EscalationAllowed use with more targeted operation
Labels: sig/api-machinery,sig/auth,triage/accepted

For ValidatingAdmissionPolicy and MutatingAdmissionPolicy, we misuse `ExcalationAllowed` slightly to perform what is logically a `isSystemAdmin` check.  We should make it more explicit.

xref: https://github.com/kubernetes/kubernetes/pull/127134#pullrequestreview-2351878776
Repository: godot
Issue: Editor Window width can't be resized down when using a RTL language.
Labels: bug,needs testing,topic:gui

### Tested versions

4.4.dev

### System information

Windows 10

### Issue description


https://github.com/user-attachments/assets/4628dd62-5e3f-41f6-9c4b-76462521dffe



### Steps to reproduce

Choose any RTL language then restart the editor.

Disabling the root `Window` `wrap_controls` fixes it.

### Minimal reproduction project (MRP)

N/A.
Repository: TypeScript
Issue: Language Service quickinfo always shows destructured properties as having an `any` type
Labels: Bug,Help Wanted

### 🔎 Search Terms

property rename destructured destructuring any quickinfo

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about n/a



### ⏯ Playground Link

https://www.typescriptlang.org/play/?ts=5.6.2#code/MYewdgzgLgBA3gDwFwwJ4F8YF57JgRnQG4AoAejJiuppoD0B+EoA

### 💻 Code

```ts
const {x} = {x: 1};
//           ^? (property) x: any
```


### 🙁 Actual behavior

Hovering over a property that's destructured shows `(property) x: any` in quickinfo.


### 🙂 Expected behavior

I'd expect hovering over the `x` in the object (`{x: 1}`) to show `(property) x: number` in quickinfo.

Hovering over the variable that the destructuring creates (the `{x}` in my example) shows `const x: number`, which makes sense. If you assign to an object instead of destructuring, this is exactly what you see:

```ts
const obj = {x: 1};
//           ^? (property) x: number
```

### Additional information about the issue

There are some _really_ old closed issues that seem related: #1845 and #2024.

This may be related to #56980.

This is pretty inconsequential in ordinary usage, but it becomes quite annoying with my [any-xray extension](https://github.com/danvk/any-xray/):

<img width="449" alt="image" src="https://github.com/user-attachments/assets/68fc9952-a99a-43de-930b-17bc55570bee">
Repository: godot
Issue: WorldEnvironment not rendering
Labels: enhancement,discussion,topic:editor

### Tested versions

- Reproducible in 4.3.stable
- Not reproducible in 4.2.1.stable

### System information

Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6109) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

I have a project with a WorldEnvironment node in the (3D) scene tree.
In Godot 4.2.1, the result looks as follows:
![Snímek obrazovky 2024-10-08 193327](https://github.com/user-attachments/assets/528df4bb-db98-4a93-b2dd-1f5422f81f78)
In 4.3, loading the same project results in this:
![Snímek obrazovky 2024-10-08 193239](https://github.com/user-attachments/assets/0be29202-8b0b-4228-9366-dc0cc7673274)

I have tried:
- using the new D3D12 renderer
- creating a new scene with just a camera and a WorldEnvironment node
- using different HDRI files, both `.hdr` and `.exr`
- making sure that none of the cameras had their own dedicated WorldEnvironment that could override the node
- using a `ProceduralSkyMaterial` instead

None of which fixed the problem - the sky never renders.

Interestingly, the lighting does seem to be affected by the `Energy Multiplier` (although I attribute that to the `Ambient Light` - the `Sky Contribution` slider does nothing).

Creating a new project and adding a WorldEnvironment node works fine - it's only when I load my 4.2.1 project with Godot 4.3

Note: I am running the latest NVIDIA Studio Driver.

### Steps to reproduce

Open the MRP in Godot 4.3 and run it - you should see a black screen, despite the scene having a single (current) camera and a configured WorldEnvironment node.

### Minimal reproduction project (MRP)

[krisp_dev_minimal.zip](https://github.com/user-attachments/files/17297387/krisp_dev_minimal.zip)
Repository: godot
Issue: GDScript symbol lookup prefers enum constants over actuall lookup target
Labels: bug,topic:gdscript,topic:editor

### Tested versions

v4.4.dev.custom_build [4c4e67334]
v4.3.stable.flathub [77dcf97d8]

### System information

Fedora 40

### Issue description

The GDScript code lookup will look for the symbol as class constant of the current script before doing anything with the base, regardless of it's context. In some situations this will lead to a wrong lookup result.

Example:
```gdscript
extends Node
class_name Test

const SIZE_EXPAND = 1
```
```gdscript
extends Control

func _init() -> void:
	# Looking up this SIZE_EXPAND should lead to the other script. But it will direct to the enum constant of Control
	Test.SIZE_EXPAND
```

### Steps to reproduce

- Open the MRP
- Lookup `SIZE_EXPAND`

### Minimal reproduction project (MRP)

[lookup-mrp.zip](https://github.com/user-attachments/files/17297487/lookup-mrp.zip)
Repository: PowerToys
Issue: Request that Workspace Editor auto-closes after launching a workspace
Labels: Needs-Triage,Product-Workspaces

### Description of the new feature / enhancement

-

### Scenario when this would be used?

-

### Supporting information

_No response_
Repository: godot
Issue: Windows Hard Reboots When Waking from Sleep Mode with Godot Running
Labels: bug,platform:windows,topic:editor

### Tested versions

Encountered in 4.3 beta2, 4.3 beta3, 4.3 rc1, 4.3 stable (have not tested other versions)

### System information

Windows 10 Pro (10.0.19045) - Godot 4.3 stable - Forward+ - Vulkan - Hardware: AMD Ryzen 3950X, RTX 3090, 128 GB Ram

### Issue description

When leaving Godot 4.3 running on Windows, the computer hard reboots upon waking from Sleep mode. This behaviour does not occur if Godot is closed before putting the system to sleep. The problem seems to be isolated to instances when Godot is actively running while the system enters Sleep mode.

### Steps to reproduce

Open Godot and run a project or leave it idle in the editor.
Put Windows into Sleep mode.
Wake the computer from Sleep mode.
Observe the system hard rebooting upon waking.
Expected Behaviour: The computer should wake up normally from Sleep mode with Godot running, without triggering a hard reboot.

### Minimal reproduction project (MRP)

I do not believe an MRP is necessary for this
Repository: pytorch
Issue: [NCCL] Unordered destruction of `ProcessGroupNCCL` no longer supported
Labels: oncall: distributed,module: nccl

### 🐛 Describe the bug

The `unordered` pg destroy test introduced in https://github.com/pytorch/pytorch/pull/119045 seems to no longer be supported in recent versions of NCCL. When checking with the NCCL team, the feedback was that this behavior has not been supported for several releases, and in general should not be depended upon as the destroy operation is a communicating operation.

Can we safely remove this test (or change it to an expected failure) or is it a proxy for a critical use case somewhere?

CC @shuqiangzhang @kwen2501 @KaimingOuyang @nWEIdia 

### Versions

current upstream PyTorch, NCCL 2.23+

cc @XilunWu @H-Huang @awgu @kwen2501 @wanchaol @fegin @fduwjj @wz337 @wconstab @d4l3k @c-p-i-o
Repository: rust
Issue: Tracking Issue for `const_copy_from_slice`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(const_copy_from_slice)]`

This is a tracking issue for using `<[T]>::copy_from_slice` in `const`.

### Public API

```rust
impl<T> [T] {
    pub const fn copy_from_slice(&mut self, src: &[T])
    where
        T: Copy;
}
```

### Steps / History

- [x] Implementation: https://github.com/rust-lang/rust/pull/131416
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- None yet.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: neovim
Issue: complete: keep pum visible when pressing <BS> for `complete()`
Labels: bug-vim

### Problem

When completing via `complete()`, and then using backspace, it will close the pum. This is not consistent with how it works for omnifunc. It also seems like this is something that has been discussed previously (see: https://github.com/neovim/neovim/pull/27339#discussion_r1583574488)

I am opening this issue as I couldn't find a specific issue for this (sorry if there is one and I just couldn't find this).

I spent some time now to see if I could figure out why and where this is happening, and I seem to have found a patch that could potentially fix this. I don't really know yet if this would break other things, and also why this was added as a guard in the first place.

```diff
diff --git a/src/nvim/insexpand.c b/src/nvim/insexpand.c
index 84dd55fa7..bd83b376c 100644
--- a/src/nvim/insexpand.c
+++ b/src/nvim/insexpand.c
@@ -1759,7 +1759,6 @@ int ins_compl_bs(void)
   // Respect the 'backspace' option.
   if ((int)(p - line) - (int)compl_col < 0
       || ((int)(p - line) - (int)compl_col == 0 && !ctrl_x_mode_omni())
-      || ctrl_x_mode_eval()
       || (!can_bs(BS_START) && (int)(p - line) - (int)compl_col
           - compl_length < 0)) {
     return K_BS;
```

I could possibly be interested in trying to tackle this problem if it is wanted, and if so I am also going to try and upstream the solution to vim of course

So I guess my question is; is this an acceptable solution? If not, any pointers on where to start?

### Expected behavior

I expect it to still show the pum after backspace when using `complete()` just like how it works for omnifunc.

Before the patch:
https://github.com/user-attachments/assets/0b1c8e8f-6e03-476d-aea6-997fd9ef5a8a

After the patch:
https://github.com/user-attachments/assets/55af39ae-9b25-4ddd-ab7a-bc3b6e173562
Repository: pytorch
Issue: Support multiple ragged dims for NJT
Labels: triaged,module: nestedtensor

Currently, NJT has a hard restriction that only a single dim can be ragged. It's useful to generalize this, allowing any non-batch dim to be ragged, for certain use cases:
* Images of ragged width / height (e.g. as in [SAM](https://github.com/pytorch-labs/segment-anything-fast))
* The math fallback of SDPA computes QK^T, resulting in an intermediate with two ragged dims

Following from #137512, this issue proposes that we relax this restriction and allow for multiple ragged non-batch dims per NJT, with each defined as ragged with respect to the batch dim. For example: an NJT of shape `(B, J1*, J2*, D)` with ragged `J1*` and `J2*` has both `J1*` and `J2*` ragged wrt the batch dim, which can be described by two `offsets` tensors of shape `B + 1`. This allows for use of preexisting kernels written to handle data in this format (e.g. the jagged <-> padded dense conversion kernels from fbgemm).

There are some open things to resolve:
* Should we allow mixed `offsets` / `lengths` metadata? e.g. `offsets` for one ragged dim and `lengths` for another
* Should we introduce new layouts for such NJTs? e.g. `torch.jagged2d`, `torch.jagged3d`, etc.

cc @cpuhrsch @bhosmer @drisspg @soulitzer @davidberard98 @YuqingJ
Repository: kubernetes
Issue: Support validate=strict for all component configs
Labels: sig/api-machinery,triage/accepted

The Kubernetes API supports [strict validation](https://kubernetes.io/blog/2023/04/24/openapi-v3-field-validation-ga/#server-side-field-validation). `kubectl ... --validate='strict'` is also available.

~But there is no way to use this feature with component config files.  Should there be?  How would it be enabled?  Could we define an annotation to enable it?~

EDIT: Turns out that many config files have strict validation enabled, but not all.

/sig api-machinery
Repository: pytorch
Issue: comparing  tensor sizes of different lengths should not guard symbolic dimensions 
Labels: triaged,oncall: pt2,module: dynamic shapes

```
@torch.compile(fullgraph=True, dynamic=True, backend="inductor")
def f(x):
   b = x[0]
   if(x.size()==b.size()):
      return x
   return x*2
```

len(x.size()) is 2 
and len(b.size()) is 1
sounds like we do not need to add the guards bellow in that case.


```
 [0/1] [__guards] +- LAMBDA_GUARD: Ne(L['x'].size()[0], L['x'].size()[1])  # if a != b:  # _dynamo/polyfills/__init__.py:61 in list_cmp (_dynamo/variables/tensor.py:1124 in evaluate_expr)
 [0/0] [__guards] +- LAMBDA_GUARD: L['x'].size()[1] == L['x'].size()[0]  # if a != b:  # _dynamo/polyfills/__init__.py:61 in list_cmp (_dynamo/variables/tensor.py:1124 in evaluate_expr)
```
I encountered this also while working on something related to functionalization and had that check. workaround for now is 
```
def f(x):
   b = x[0]
   if(len(x.size())== len(b.size()) and x.size()==b.size()):
      return x
   return x*2
  ```

cc @ezyang @chauhang @penguinwu @bobrenjc93 @zou3519
Repository: next.js
Issue: Stale link navigations are updating the UI in local dev
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/samselikoff/stale-link-updates-in-dev

### To Reproduce

1. Start the application in development (`npm run dev`)
2. Quickly click Link 1, Link 2, then Link 3
3. You'll see the UI update with all three navigations – it will show "Post 1", "Post 2" and "Post3"

### Current vs. Expected behavior

Current:

The UI updates with all link navigations, including stale ones.

Expected:

The UI should discard stale link navigations, and only render the latest one once it settles.

Note: This behavior only happens on dev. When I deploy to Vercel, the UI only shows the final navigation.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.6.0: Mon Jul 29 21:14:30 PDT 2024; root:xnu-10063.141.2~1/RELEASE_ARM64_T6000
  Available memory (MB): 65536
  Available CPU cores: 10
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: N/A
  pnpm: 9.7.1
Relevant Packages:
  next: 15.0.0-canary.179 // Latest available version is detected (15.0.0-canary.179).
  eslint-config-next: N/A
  react: 19.0.0-rc-2d16326d-20240930
  react-dom: 19.0.0-rc-2d16326d-20240930
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Navigation

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

The `/post/[id]/page.tsx` is an RSC that awaits a 1-second Promise. The stale updates only happen in dev.

Here's a video:

https://github.com/user-attachments/assets/cd5a2852-de0d-452c-a21e-2973f7337863

Here are some links to quickly see the two different behaviors:

- ❌ StackBlitz dev build: https://stackblitz.com/github/samselikoff/stale-link-updates-in-dev?file=app%2Flayout.tsx

- ✅ Vercel prod build: https://stale-link-updates-in-dev.vercel.app
Repository: node
Issue: V8 isolate race condition/use-after-free with --shared_string_table flag
Labels: v8 engine

Present in v22.x and main, happens here:

https://github.com/nodejs/node/blob/v22.9.0/deps/v8/src/execution/isolate.cc#L4600-L4610

`process_wide_shared_space_isolate_` is a static variable that is read and written without holding a mutex.

Worse, it's a pointer to a "toplevel" isolate (for want of a better word) that can go away before the current isolate is disposed, resulting in a use-after-free (most likely: a crash.)

It's hard to reliably demonstrate with node but it's pretty easy to reproduce with standalone V8, some threads, and patience. It shows up as a DCHECK in debug builds:
```
# Fatal error in ../deps/v8/src/heap/safepoint.cc, line 338
# Debug check failed: (clients_head_) == nullptr.
```

V8 fixed it last month in v8/v8@7710cb8ee75501b3ac3b72b424a1b75d54d119c0 and, caveat emptor, it removes the problematic static variable but I'm not 100% sure it fixes the lifecycle bug.

I don't have good suggestions to offer except maybe remove the flag (and `--harmony_struct` because it has the same issue.)
Repository: node
Issue: [rfc] V8 debug build CI?
Labels: discuss,v8 engine

Correct me if I'm wrong but I believe there's currently no CI job that builds V8 with all debug checks enabled?

I'm doing some local light testing in that mode and so many bugs fall out, it's not even funny (ex. #55325.) Testing that regularly would be a Very Good Thing indeed.

On a very related subject: can I suggest mirroring V8's `v8_enable_debugging_features=true` feature set? Right now, the configure flags one needs to use to get a build that's similar to an upstream debug build is... the words "haphazard" and "scattered" come to mind.

I know naming is hard but... `./configure --v8-non-optimized-debug`? For real?!

cc @targos
Repository: angular
Issue: Css Intellisense for inline styles ([style] binding) 
Labels: area: language-service

### Which @angular/* package(s) are the source of the bug?

elements

### Is this a regression?

Yes

### Description

Is there no way to get intellisense in [style] binding?

![Image](https://github.com/user-attachments/assets/7fc3014a-922b-46a2-8be7-eeb9a064d82b)


### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

_No response_

### Anything else?

_No response_
Repository: pytorch
Issue: Support torch.cond with differing (but same dimensionality) sizes on true/false branches
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

https://fb.workplace.com/groups/6829516587176185/permalink/8109696255824872/

Today, we require a torch.cond to return the same size in both branches. It is possible for us to support returns for tensors with differing sizes. When this occurs, we must create a new unbacked symint, whose size is determined from the branch output itself.

Here's a simple repro:

```
import torch

torch._dynamo.config.capture_scalar_outputs = True

def true_fn(x):
    return torch.randn(10)

def false_fn(x):
    return torch.randn(x[1].item())

@torch.compile(fullgraph=True)
def f(x):
    u0, u1 = x.tolist()

    return torch.cond(u0 == 20, true_fn, false_fn, (x,))

f(torch.tensor([20, 21]))
```

### Versions

main

cc @chauhang @penguinwu @bobrenjc93
Repository: vscode
Issue: 'Open Editors' panel has unnecessary padding
Labels: bug,open-editors,workbench-auxsidebar

Hello VSCode friends,

The 'Open Editors' panel seems to have some extra unneeded padding on the left-hand side:

![CleanShot 2024-10-08 at 13 42 25@2x](https://github.com/user-attachments/assets/4aa4b697-b7e3-48c2-9bdc-bb772b005aa9)

It looks like some part of this is to provide a 'close' `x` button or an "unsaved changes" dot indicator, and some of the padding serves no purpose that I can see.  I have a pretty small laptop screen, so this extra space could be put to better use rendering longer file names.

Would it make sense to remove the extra padding, and change the `x` button to only appear on hover on the right-hand-side, like the behaviour in the SCM commits panel?

![CleanShot 2024-10-08 at 13 46 35@2x](https://github.com/user-attachments/assets/eb670e6a-c0a4-4a1a-bee3-14625ded2d87)

If you think this change makes sense, I would be happy to attempt changing it myself.  If you think this is too minor an issue to address, or shouldn't be fixed, by all means feel free to close.
Repository: react
Issue: Bug: Input don't send "select" events when type is "email"
Labels: Status: Unconfirmed,Resolution: Stale

<!--
  Please provide a clear and concise description of what the bug is. Include
  screenshots if needed. Please test using the latest version of the relevant
  React packages to make sure your issue has not already been fixed.
-->

React version: reproduced on 17 and 18

## Steps To Reproduce

1. Create an input like this: `<input text="move the selection around" onSelect={console.log} type="email" />`
2. Move the selection around and see that onSelect is emitted only on focus and blur. Notice that you get normal behavior if you remove the type

<!--
  Your bug will get fixed much faster if we can run your code and it doesn't
  have dependencies other than React. Issues without reproduction steps or
  code examples may be immediately closed as not actionable.
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Link to code example:

https://codesandbox.io/p/sandbox/recursing-kilby-z6h9dz?file=%2Fsrc%2FApp.js%3A15%2C1

<!--
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  problem. You may provide a screenshot of the application if you think it is
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  example: https://stackoverflow.com/help/mcve.
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## The current behavior

Does not emit "select" events

## The expected behavior

Should emit the "select" events
Repository: pytorch
Issue: Report WHY a symbol was created dynamically in symbolic_shapes logs
Labels: triaged,oncall: pt2,module: dynamic shapes

### 🐛 Describe the bug

Mainly, want to know if it was due to (1) automatic dynamic, or (2) assume_static_by_default = False, or (3) mark_dynamic.

Internal xref: https://fb.workplace.com/groups/3095840833991792/permalink/3848647042044497/

### Versions

main

cc @chauhang @penguinwu @bobrenjc93