sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Use test-only API types for tests that depend on API graduations
Labels: sig/api-machinery,triage/accepted

https://github.com/kubernetes/kubernetes/pull/128279#discussion_r1890549751 and https://github.com/kubernetes/kubernetes/pull/128279/files?diff=unified&w=1#r1882520074 broke when bumping the master branch to 1.33 due to tests that depend on buildin APIs that meet specific graduation criteria of what is being tested, and stop working once the minor version of kubernetes increased to the point that the criteria falls out of our support/emulation windows.

We should instead modify these tests to depend on a test-only API that will stay valid forever, and don't depend on the k8s minor version.

This should be feasible to do.  Here's an existing test that has some test-only APIs that we could crib from:

https://github.com/kubernetes/kubernetes/blob/9274a584b8a30262f05694f773a2523e4ec52920/staging/src/k8s.io/apiserver/pkg/server/genericapiserver_test.go#L184-L212

/sig api-machinery
/cc @Jefftree @siyuanfoundation @liggitt
Repository: langchain
Issue: DOC: Documentation for testing documentation changes does not work
Labels: 🤖:docs

### URL

https://python.langchain.com/docs/contributing/how_to/documentation/setup/

### Checklist

- [X] I added a very descriptive title to this issue.
- [X] I included a link to the documentation page I am referring to (if applicable).

### Issue with current documentation:

The command:
> poetry install --with lint,docs --no-root

produces the output:
> Group(s) not found: docs (via --with)

### Idea or request for content:

_No response_
Repository: PowerToys
Issue: Option to add pixel values custom_layouts.json
Labels: Needs-Triage

### Description of the new feature / enhancement

To add entries in custom-layouts.json for pixel sizes

### Scenario when this would be used?

For a user to manually edit a layout having a measure in pixels as well or insead of percentages.

In the layout editor the sizes are visibly in pixels but in the JSON they are in  " rows-percentage  " 

![Image](https://github.com/user-attachments/assets/ee349297-ce9f-4cb5-8a5c-4cadbc4c55d0)

But even those percentages don't make sense because they are thousands.

It is a work around to not bother retrieving resolution information from the display?


```
      "info": {
        "rows": 2,
        "columns": 3,
        "rows-percentage": [
          5000,
          5000
        ],
        "columns-percentage": [
          5000,
          2500,
          2500
        ],
        "cell-child-map": [
          [
            0,
            2,
            3
          ],
          [
            1,
            2,
            3
          ]
        ],
        "show-spacing": true,
        "spacing": 0,
        "sensitivity-radius": 20
      }

```

### Supporting information

_No response_
Repository: kubernetes
Issue: [Compatibility Version]Improve hack/verify-featuregates.sh script
Labels: kind/feature,needs-sig,needs-triage

### What would you like to be added?
Improve the code in https://github.com/kubernetes/kubernetes/tree/master/test/featuregates_linter

1. since all the feature gates have been migrated to the versioned feature gate, we can remove the code to check no new feature is added to the unversioned feature gate. And prevent the usage of the unversioned `DefaultMutableFeatureGate.Add()` with a golangci-lint (https://github.com/kubernetes/kubernetes/issues/126893)
2. we need to add checks to verify that a feature can only be removed after been locked for at least 3 releases. 
    * We support EmulationVersion up to N-3. So if a feature is locked starting N, the feature gate could still be set in `BinaryVersion=N+1, EmulationVersion=N-1,-2`, and `BinaryVersion=N+2, EmulationVersion=N-1`. So the feature gate can only be removed starting the `BinaryVersion=N+3`
4. rename the go script to something more appropriate like featuregate-tracker rather than linter because it is not really a linter. 

### Why is this needed?

To improve code health and developer experience wrt Compatibility Version.
Repository: vscode
Issue: getting different results depending on prefix
Labels: bug,terminal-suggest

These should yield the same suggestions

<img width="567" alt="Image" src="https://github.com/user-attachments/assets/518f3c17-522b-4657-9967-729ddb3b4883" />

<img width="634" alt="Image" src="https://github.com/user-attachments/assets/a96cb086-30d9-4ed6-8ec2-21b64aee550c" />


Note that this has always been the case, see behavior in pwsh in VS Code stable 1.95 

<img width="720" alt="Image" src="https://github.com/user-attachments/assets/16196f25-1611-40fe-8805-39e6bb082e42" />
<img width="495" alt="Image" src="https://github.com/user-attachments/assets/f824f735-7c0f-42c0-bbd5-ece87d99da12" />
Repository: godot
Issue: SpinBox `update_on_text_changed = true` regression: Can't input decimals.
Labels: bug,topic:gui

### Tested versions

- Reproducible in: v4.3.stable, v4.4.dev6 [1f47e4c4e]
- Not reproducible in: v4.2.stable

### System information

Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 (NVIDIA; 32.0.15.6603) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

Setting `Update on Text Changed` to true prevents decimals from being input. It seems to be similar to what happened with #81989. You can copy and paste decimal numbers into the SpinBox just fine, but trying to type a decimal will do nothing. Changing `step` to a decimal value < 1 still doesn't allow a decimal to be typed. This is true for both GDscript and C# in 4.3 & 4.4-dev6, but not in 4.2 (as #81989 fixed it in that version)

### Steps to reproduce

1. Create a new scene
2. Add a SpinBox node
3. Set `Update on Text Changed` to true
4. Run the current scene
5. Type decimal (.) into the SpinBox

![Image](https://github.com/user-attachments/assets/d5d72dd2-0f75-4404-b0cc-b51aa0d23769)


### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Cloning from `main` is broken
Labels: team-infra,P2,triaged-infra,monorepo

Cloning the `main` branch of Flutter now produces a tree that doesn't work:
```
$ cd $(mktemp -d)

$ git clone --depth=1000 -b main https://github.com/flutter/flutter
Cloning into 'flutter'...
remote: Enumerating objects: 45912, done.
remote: Counting objects: 100% (45912/45912), done.
remote: Compressing objects: 100% (22762/22762), done.
remote: Total 45912 (delta 25470), reused 36603 (delta 19754), pack-reused 0 (from 0)
Receiving objects: 100% (45912/45912), 42.65 MiB | 23.93 MiB/s, done.
Resolving deltas: 100% (25470/25470), done.

$ flutter/bin/flutter --version
fatal: Not a valid object name upstream/master
```

This is currently breaking Zulip's CI:
* https://github.com/zulip/zulip-flutter/issues/1177

because we clone the repo at the `main` branch.

The issue looks similar to #160558, and I expect the fix will involve the same pair of scripts that were edited in #160574 to fix that issue.

In the Flutter repo `main` always points to the same commit as `master`, and this is the first time Zulip has run into any sort of incompatibility by just always using `main` as the name. So it'd be good to fix this issue and return to the state where `main` works equally well to `master`.

(In the meantime we have a workaround: https://github.com/zulip/zulip-flutter/pull/1186, adding a step `git update-ref refs/remotes/origin/master origin/main` after clone.)
Repository: flutter
Issue: Monorepo Progress Updates: Day N+2
Labels: monorepo

Hello Flutter Community!

**We will use this issue to communicate further progress.**

**Day 1** saw the merging of three repositories and then some fast-follow updates to kick the tires on presubmits and the Merge Queue building production artifacts.

**Day 2** was landing quick updates to re-add some missing files and make our update scripts aware of[ multiple origins](https://github.com/flutter/flutter/issues/160558). It was rough going through the MQ as our PR, which passed all pre-submits, was blocked by infrastructure failures. We were sure our changes would work and so we guided the PR through CI till it landed.

**Day N+2**: You are here
* We've fixed some scheduling errors on the dashboard - backfilling appears to be working.
* We've landed our format-the-world PRs
* **The tree is open.**

If you have a PR that was created **before the merge**, you will run into some problems. We believe these are related to the PR structure on GitHub and are investigating. The work around is:
* Create a new PR after the monorepo merge
* Run dart format over your changed files
* Now's a good time to turn on "auto format on save" in your editor of choice.

If you have any problems with presubmit tests, the merge queue, or generally about the monorepo; please [file an issue and use the <monorepo> label](https://github.com/flutter/flutter/issues/new?labels=monorepo).
Repository: tauri
Issue: [bug] Android 'getting started' guide steps fail with no error message under OSX 15
Labels: type: bug,status: needs triage

### Describe the bug

Hello, I decided to try out tauri today, but I have not been able to make the android 'getting started' tauri guide work. The android development mode server fails to start with no error output describing what is wrong beyond "failed to assemble APK".

### Reproduction

$ cargo create-tauri-app
(pick typescript/javascript; npm; vanilla; typescript)

$ cd tauri-app

$ npm install

$ npm run tauri android init
> tauri-app@0.1.0 tauri
> tauri android init

Generating Android Studio project...
    Info "/Users/dthurn/Desktop/tmp/tauri-app/src-tauri" relative to "/Users/dthurn/Desktop/tmp/tauri-app/src-tauri/gen/android/tauri_app" is "../../../"
victory: Project generated successfully!
    Make cool apps! 🌻 🐕 🎉

$ npm run tauri android dev

...
Execution failed for task ':app:rustBuildArm64Debug'.
> A problem occurred starting process 'command 'npm''
Failed to assemble APK: command [...]

Full command output here: https://gist.github.com/thurn/2ad2dd7d9a0d1783d1c7b5a00e1962c2

$ echo $JAVA_HOME
/Users/dthurn/Applications/Android Studio.app/Contents/jbr/Contents/Home

$ echo $ANDROID_HOME
/Users/dthurn/Library/Android/sdk

$echo $NDK_HOME
/Users/dthurn/Library/Android/sdk/ndk/28.0.12674087

### Expected behavior

'npm run tauri android dev' should clearly describe why it failed to start.

### Full `tauri info` output

```text
> tauri-app@0.1.0 tauri
> tauri info


[✔] Environment
    - OS: Mac OS 15.1.1 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.83.0 (90b35a623 2024-11-26)
    ✔ cargo: 1.83.0 (5ffbef321 2024-10-29)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 23.4.0
    - npm: 11.0.0

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - tauri-cli 🦀: 1.5.14
    - @tauri-apps/api : 2.1.1
    - @tauri-apps/cli : 2.1.0

[-] Plugins

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: vscode
Issue: "command" content interpretation broken in tasks.json, possible arg tokenization problem?
Labels: bug,tasks

After latest update to VSCode Insiders, interpretation of `tasks.json` appears to have changed in a way that breaks how I'm currently using it.

A task containing a command of the form:

```      
"env": {
  "PYTHON": "tools/vscode/scripts/python.sh",
},
...
"command": "$PYTHON -m tools.vscode.scripts.compdb_service"
```

Results in terminal output of:

```
/bin/bash: $PYTHON -m tools.vscode.scripts.compdb_service: No such file or directory
```

After a bunch of testing, it appears that VSCode changed how "command" is interpreted. Previously it seemed like it was treated like `bash -c "$COMMAND"` to now being executed as `bash "$COMMAND"`.


However attempts to pass args separately via:
```
"args": ["-m", "tools.vscode.scripts.compdb_service"]
```

...resulted in the same failure indicating a deeper problem. It seems to imply it's executing something like `bash "$COMMAND $ARGS"` 

Attempts to manually expand env var PYTHON also resulted in same failure.

The exact same `tasks.json` works just fine on the latest normal VSCode.


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Does this issue occur when all extensions are disabled?: Yes (sort of? I ran `open -a /Applications/Visual\ Studio\ Code\ -\ Insiders.app --args --disable-extensions` but the extensions still seem to be running, and I am running Remote Development so if they didn't I really wouldn't be able to test) Attempted biset and it did almost nothing before saying: `Extension Bisect is done but no extension has been identified. This might be a problem with Code - Insiders.`

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- VS Code Version: 1.97.0-insider (Universal)
Commit: 225d1ca870a984369bde1a7fcd75f863fc69fee1
- OS Version: MacOS 14.7/Ubuntu 

Steps to Reproduce:

1. add task in tasks.json with a command with spaces between args
2. trigger the execution
3. see output say something like "/bin/bash: $PYTHON -m tools.vscode.scripts.compdb_service: No such file or directory"
Repository: godot
Issue: Adding points to Path3D curve does not respect grid snap
Labels: bug,topic:editor,topic:3d

### Tested versions

v4.4.dev7.official [46c8f8c5c]

### System information

Godot v4.4.dev7 - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.6603) - AMD Ryzen 7 3700X 8-Core Processor (16 threads)

### Issue description

If you want to place curve points on grid, it's currently impossible.  If you have grid snap enabled and add a point, it adds a point off grid in an arbitrary location.  If you try to move that point, it snap incrementally, so you can never get it on grid.

### Steps to reproduce

- Make a 3D scene.
- Turn on "Use snap (Y)"
- Add a Path 3D.
- Ctrl+click or use the "add point" tool and click
- Note that the points are not on grid
- Try moving the points and note they do not snap to grid

### Minimal reproduction project (MRP)

N/A.
Repository: godot
Issue: PanelContainer does not auto-resize to smaller size when inner RichTextLabel text gets shorter
Labels: bug,topic:gui

### Tested versions

Tested in Godot 4.3.stable (Linux). Also tested in 4.4 Dev 7.

### System information

Godot v4.4.dev7 - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Mon, 09 Dec 2024 11:58:37 +0000 on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - integrated AMD Radeon Graphics (RADV RENOIR) - AMD Ryzen 7 4800H with Radeon Graphics (16 threads)

### Issue description

A PanelContainer fits its size to a containting RichTextLabel (Fit Content ON, AutoWrap Smart) but does NOT fit its size once the richtextlabel text gets smaller.

Both the PanelContainer and the RichTextLabel have a custom minimum size set (though behaviour is the same without a custom minimum size).

Looking at the remote view, the RichTextLabel has a ScrollBar child even if "scroll active" is set to false (RichtTextLabel) and the scrollbar takes up the whole height of the PanelContainer (not sure if this is relevant).

https://github.com/user-attachments/assets/f7b87601-2aa4-484d-91a8-0a63af3a92ed

Having something like a VBoxContainer between the PanelContainer and the RichTextLabel will properly resize the VBoxContainer but will still not resize the PanelContainer. (Video Example has the following setup: PanelContainer (Grey) -> VBoxContainer -> MarginContainer -> PanelContainer (Red) -> RichTextLabel). Issue persists even without the MarginContainer...


https://github.com/user-attachments/assets/9ff68c0b-fa0c-4fa6-b355-bbc2432cc50c

I have a proper project with a more complex issue (probably related to this one) where upon instantiating a scene with RichTextLabel has wrong dimensions for the first frame after add_child().



### Steps to reproduce

Create a PanelContainer, add child RichTextLabel, set "fit content" to ON.

In-game set RichTextLabel.text to something larger, then set it back to something smaller. The PanelContainer does not resize back.

### Minimal reproduction project (MRP)

Not quite MRP (there is some variants on the issue I did to narrow down the issue): [PanelContainerResize.zip](https://github.com/user-attachments/files/18204838/PanelContainerResize.zip)

Files are now for 4.4 Dev 7 (auto converted)
Repository: tauri
Issue: [bug] 
Labels: type: bug,status: needs triage

### Describe the bug

When I use the latest version of Tauri with a frontend stack of Vue3 + Vite, and utilize the plugin '@tauri-apps/plugin-http', this error occurs.
![image](https://github.com/user-attachments/assets/51d514ae-1f50-4ef7-8c37-e903fc9df305)


### Reproduction

_No response_

### Expected behavior

![image](https://github.com/user-attachments/assets/c638fecb-a253-426b-8fe7-ff63e84bf8c3)


### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.22631 x86_64 (X64)
    ✔ WebView2: 131.0.2903.99
    ✔ MSVC: Visual Studio 生成工具 2022
    ✔ rustc: 1.83.0 (90b35a623 2024-11-26)
    ✔ cargo: 1.83.0 (5ffbef321 2024-10-29)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (default)
    - node: 18.18.0
    - npm: 9.8.1

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli : 2.1.0

[-] Plugins
    - tauri-plugin-fs 🦀: 2.2.0
    - @tauri-apps/plugin-fs : not installed!
    - tauri-plugin-http 🦀: 2.2.0
    - @tauri-apps/plugin-http : 2.2.0

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: Vue.js
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: flutter
Issue: [tech debt] Move url_launcher into the Flutter SDK
Labels: P2,team-framework,triaged-framework

Let's move `package:url_launcher` into the Flutter SDK. Links are essential parts of building client apps. You can tell by the likes and download counter on [pub](https://pub.dev/packages/url_launcher):

<img width="228" alt="Screenshot 2024-12-19 at 6 07 08 PM" src="https://github.com/user-attachments/assets/53eb4b6f-7519-479b-ac85-141734841413" />

Additionally, the Flutter team is slower to react when a fix is needed in the package. For example, https://github.com/flutter/packages/pull/6711 has been waiting for the stable Flutter SDK for months. It is also a separate PR from the engine and framework PRs. The current setup is simply more costly for what would otherwise be a quick one-PR fix.
Repository: godot
Issue: Path3D Curve Tilt lerped incorrectly
Labels: bug,topic:3d

### Tested versions

v4.4.dev7.official [46c8f8c5c] (happens in earlier builds as well)

### System information

Godot v4.4.dev7 - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.6603) - AMD Ryzen 7 3700X 8-Core Processor (16 threads)

### Issue description

When using the tilt aspect of a spline it seems to have a very abrupt turn in and out, so I graphed out the values and noticed that the up vector is directly lerped, but really the angle should be lerped.

![Image](https://github.com/user-attachments/assets/b0ed4ff0-292e-4f8d-9997-2fbd0ea6f2ba)

This is from a path where the tilt goes from 0 to 180 degrees.  The red line is a graph of the up.y.  The orange is a graph of the angle.  Note how the angle slope jumps up, flattens out, then jumps up again at the end in kind of an S shape.

### Steps to reproduce

Add a Path3D.  Add 2 points.  Rotate the tilt on the end point.  Have something follow the path and note that the rotational speed is inconsistent while traveling the path.

### Minimal reproduction project (MRP)

[test_spline_up_lerp.zip](https://github.com/user-attachments/files/18205147/test_spline_up_lerp.zip)
Repository: rust
Issue: Tracking issue for release notes of #134367: Stabilize `feature(trait_upcasting)`
Labels: T-lang,relnotes,F-trait_upcasting,relnotes-tracking-issue


This issue tracks the release notes text for #134367.

### Steps

- [x] Proposed text is drafted by PR author (or team) making the noteworthy change.
- [ ] Issue is nominated for release team review of clarity for wider audience.
- [ ] Release team includes text in release notes/blog posts.

### Release notes text

The responsible team for the underlying change should edit this section to replace the automatically generated link with a succinct description of what changed, drawing upon text proposed by the author (either in discussion or through direct editing).

````markdown
# Language
- [Stabilize `feature(trait_upcasting)`](https://github.com/rust-lang/rust/pull/134367)
````

> [!TIP]
> Use the [previous releases](https://doc.rust-lang.org/nightly/releases.html) categories to help choose which one(s) to use.
> The category will be de-duplicated with all the other ones by the release team.
>
> *More than one section can be included if needed.*

### Release blog section

If the change is notable enough for inclusion in the blog post, the responsible team should add content to this section.
*Otherwise leave it empty.*

````markdown
# Trait upcasting

This release includes a long awaited feature — the ability to upcast trait objects.
If a trait has a [supertrait](https://doc.rust-lang.org/reference/items/traits.html#supertraits) you can coerce trait object of that trait to a trait object of the super trait:

```rust
trait Trait: Supertrait {}
trait Supertrait {}

fn upcast(x: &dyn Trait) -> &dyn Supertrait {
    x
}
```

The same would work with any other kind of (smart)-pointer, like `Arc<dyn Trait> -> Arc<dyn Supertrait>` or `*const dyn Trait -> *const dyn Supertrait`.

Note that this adds a new _safety invariant_  to raw pointers — leaking a raw pointer to a trait object with an invalid vtable for that trait into safe code may lead to undefined behavior, since trait upcasting works on raw pointers and requires a valid vtable.

Trait upcasting may be especially useful with the `Any` trait, as it allows upcasting your trait object to `dyn Any` to call the downcast methods. Whereas before you'd have to write workarounds for this or use external crates.

```rust
use std::any::Any;

trait MyAny: Any {}

impl dyn MyAny {
    fn downcast_ref<T>(&self) -> Option<&T> {
        (self as &dyn Any).downcast_ref()
    }
}
```

You can [learn more about trait upcasting in the Rust reference](https://doc.rust-lang.org/reference/type-coercions.html#unsized-coercions).
````



cc @WaffleLapkin, @compiler-errors -- origin issue/PR authors and assignees for starting to draft text