sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Scheduler: Avoid scheduling pods to nodes where the allocatable resource is insufficient for the pod limit resource
Labels: sig/scheduling,kind/feature,triage/accepted

### What would you like to be added?

Should we consider pod `limit resource` during scheduling to prevent pod scheduled to node where the allocatable resource is insufficient for the pod limit resource? 

There are two impl ways:
1. soft solution: Maintain current behavior but prefer nodes with sufficient allocatable resource for the pod limit resource.
2. hard solution: Reject node with insufficient allocatable resource for the pod limit resource.

Is in-tree plugin better than out-of-tree plugin to implement?

# Current Behavior Example
e.g. 
pod 
```
apiVersion: v1
kind: Pod
metadata:
  name: init-demo
spec:
  restartPolicy: Never
  nodeSelector:
    kubernetes.io/hostname: xxx
  containers:
    - name: nginx
      image: nginx
      ports:
        - containerPort: 80
      volumeMounts:
        - name: workdir
          mountPath: /usr/share/nginx/html
      resources:
        limits:
          memory: '100Gi'
          cpu: 100
        requests:
          memory: '1Gi'
          cpu: 1
  dnsPolicy: Default
  volumes:
    - name: workdir
      emptyDir: {}

```

node
<img width="835" alt="image" src="https://github.com/kubernetes/kubernetes/assets/18323315/c2f17a75-ed71-4a6b-bb3e-d24e3fd9dcd1">

currently, pod will be scheduled to this node successfully. We expect it can't be scheduled to this node for hard solution, or this node is not the first choice for soft solution.

/sig scheduling
/triage accepted
/assign @Huang-Wei 

### Why is this needed?

the limit resource on pod will be meaningless, if the value of pod limit resource larger than node allocatable resource. Since the real limit resource of this pod will be the allocatable resource on this node. 

For example, nodeA with allocatable cpu 4c, podA with request cpu 2c, limit cpu 6c, and podA located on nodeA. Then the real limit cpu of this pod will be 4c, instead of 6c.
Repository: go
Issue: cmd/cgo/internal/testcarchive: unrecognized failures
Labels: help wanted,NeedsInvestigation,compiler/runtime

```
#!watchflakes
default <- pkg == "cmd/cgo/internal/testcarchive" && test == ""
```

Issue created automatically to collect these failures.

Example ([log](https://build.golang.org/log/c705621259241e34bec0bba8c7692da62b96d63f)):

    panic: test timed out after 12m0s
    running tests:
    	TestCachedInstall (2m7s)
    
    goroutine 106 gp=0x3f781c01c0 m=2 mp=0x3f78042808 [running]:
    panic({0x1602a0?, 0x3f780941a0?})
    	/home/gopher/build/go/src/runtime/panic.go:778 +0x144 fp=0x3f7814bf10 sp=0x3f7814be68 pc=0x46fbc
    testing.(*M).startAlarm.func1()
    	/home/gopher/build/go/src/testing/testing.go:2366 +0x300 fp=0x3f7814bfd8 sp=0x3f7814bf10 pc=0xea2a8
    runtime.goexit({})
    ...
    runtime.gopark(0x2a41e9a9325fb?, 0x0?, 0x0?, 0x0?, 0x3f78100020?)
    	/home/gopher/build/go/src/runtime/proc.go:402 +0x108 fp=0x3f78134738 sp=0x3f78134720 pc=0x4a618
    runtime.gcBgMarkWorker(0x3f7808e780)
    	/home/gopher/build/go/src/runtime/mgc.go:1333 +0xf0 fp=0x3f781347c8 sp=0x3f78134738 pc=0x2b398
    runtime.gcBgMarkStartWorkers.gowrap1()
    	/home/gopher/build/go/src/runtime/mgc.go:1249 +0x2c fp=0x3f781347d8 sp=0x3f781347c8 pc=0x2b284
    runtime.goexit({})
    	/home/gopher/build/go/src/runtime/asm_riscv64.s:540 +0x4 fp=0x3f781347d8 sp=0x3f781347d8 pc=0x7e824
    created by runtime.gcBgMarkStartWorkers in goroutine 102
    	/home/gopher/build/go/src/runtime/mgc.go:1249 +0x150


— [watchflakes](https://go.dev/wiki/Watchflakes)
Repository: godot
Issue: `Skeleton3D` Animation performance is terrible on OpenGL
Labels: bug,topic:rendering,topic:animation,topic:3d,performance

### Tested versions

4.2.1

### System information

Windows 10, Godot 4.2.1, GLES3

### Issue description

I am currently testing on an i9-14900K + 4090 RTX and I am barely managing to clear 20 FPS when there is around 100 basic 3d animated skeletons on screen when running OpenGL. The same scene with Vulkan easily clears 100 FPS. Profiling shows the engine spends around 50% of each frame in a single opengl function:

![grafik](https://github.com/godotengine/godot/assets/11277588/c31ee8a5-dd80-424f-83f4-135faf491041)
![grafik](https://github.com/godotengine/godot/assets/11277588/1fe0e037-e93a-45d2-8e14-e4f87e0baa0a)

Disabling the animations easily reaches 120 FPS in GLES3.


### Steps to reproduce

Run GLES3 with a couple animated skeletons. I attached the model we are using, maybe there are some issues with the animation.

### Minimal reproduction project (MRP)

[robot.zip](https://github.com/godotengine/godot/files/14433987/robot.zip)
Repository: tensorflow
Issue: Failing to build version 2.14.0 with numa
Labels: stat:awaiting tensorflower,type:build/install,subtype: ubuntu/linux,TF2.14

### Issue type

Build/Install

### Have you reproduced the bug with TensorFlow Nightly?

No

### Source

source

### TensorFlow version

2.14.0

### Custom code

No

### OS platform and distribution

linux rocky8

### Mobile device

_No response_

### Python version

3.8.7

### Bazel version

6.1.0

### GCC/compiler version

gcc 11.3.0

### CUDA/cuDNN version

cuda 11.8.0

### GPU model and memory

_No response_

### Current behavior?

tensorflow v2.14.0 seems to fail configuring when adding --config=numa 
```
bazel' '--nohome_rc' '--nosystem_rc' '--output_user_root=/tmp/spackweoy5szc' 'build' '--color=no' '--jobs=10' '--config=opt' '--verbose_failures' '--config=dynamic_kernels' '--config=cuda' '--config=noaws' '--config=nogcp' '--config=nohdfs' '--config=numa' '--config=v2' '//tensorflow/tools/pip_package:build_pip_package'
...
ERROR: Config value 'numa' is not defined in any .rc file
```

### Standalone code to reproduce the issue

```shell
bazel' '--nohome_rc' '--nosystem_rc' '--output_user_root=/tmp/spackweoy5szc' 'build' '--color=no' '--jobs=10' '--config=opt' '--verbose_failures' '--config=dynamic_kernels' '--config=cuda' '--config=noaws' '--config=nogcp' '--config=nohdfs' '--config=numa' '--config=v2' '//tensorflow/tools/pip_package:build_pip_package'
```


### Relevant log output

_No response_
Repository: godot
Issue: Should bitfields types be unsigned integers instead of signed integers?
Labels: discussion,topic:gdextension,breaks compat

### Tested versions

Pop OS 22.04: Godot Engine v4.3.dev.mono.custom_build.bbb3531fa
Windows 10: Godot Engine v4.3.dev.mono.custom_build.bbb3531fa

### System information

Pop OS 22.04, Windows 10

### Issue description

We found that Windows was actually treating 0xffffffff bitflags as a signed integer with a value of -1 when compared to Linux where it was treated as unsigned and assigned a value of 4294967295.

This resulted in Gdext panicing when generating Godot bindings as seen in this PR for the fix over here: https://github.com/godot-rust/gdext/pull/627

Godot currently uses signed integers when binding all of its constants including bitflags: https://github.com/godotengine/godot/blob/81f3d43cc1ba01136795fb2059bbaa55bc514a16/core/object/class_db.cpp#L949

So we are seeking further information and discussion around the data type that Godot should enforce for bitflags.  Should it stay with the currently signed value?  Are there instances where negative values make sense for bitflags?  Is there a reason Steam's sdk evaluates to this negative value on Windows and is this expected behavior?  If Godot changed to unsigned, would it still be compatible with Steam?

I don't expect all of these questions to necessarily be answered by the Godot team, but I wanted to get the discussion started while we also change the datatype on the gdext side to match Godot's datatype.

Here are the current issues / prs for reference:

godotsteam: https://github.com/CoaguCo-Industries/GodotSteam/issues/424
gdext: https://github.com/godot-rust/gdext/pull/627

### Steps to reproduce

Build godotsteam from here: https://github.com/CoaguCo-Industries/GodotSteam/tree/godot4.

Evaluate the bitflags as describe here: https://github.com/CoaguCo-Industries/GodotSteam/issues/424

See that the constant on Linux is 4294967295

![image](https://github.com/godotengine/godot/assets/24307049/969afe3a-743c-4c14-a7e7-b5c64010f074)

And the constant on Windows is -1

![image](https://github.com/godotengine/godot/assets/24307049/70f86d84-c02f-4499-8c8e-9a4182f43725)


### Minimal reproduction project (MRP)

https://github.com/CoaguCo-Industries/GodotSteam/tree/godot4
Repository: fastapi
Issue: Potential footgun when using custom `Response(background=<Task()>)` in conjunction with injected `BackgroundTasks` - the custom response overwrites the tasks
Labels: question

### Discussed in https://github.com/tiangolo/fastapi/discussions/11214

<div type='discussions-op-text'>

<sup>Originally posted by **netanel-haber** February 28, 2024</sup>
### First Check

- [X] I added a very descriptive title here.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I searched the FastAPI documentation, with the integrated search.
- [X] I already searched in Google "How to X in FastAPI" and didn't find any information.
- [X] I already read and followed all the tutorial in the docs and didn't find an answer.
- [X] I already checked if it is not related to FastAPI but to [Pydantic](https://github.com/pydantic/pydantic).
- [X] I already checked if it is not related to FastAPI but to [Swagger UI](https://github.com/swagger-api/swagger-ui).
- [X] I already checked if it is not related to FastAPI but to [ReDoc](https://github.com/Redocly/redoc).

### Commit to Help

- [X] I commit to help with one of those options 👆

### Example Code

```python
from fastapi import FastAPI, BackgroundTasks
from starlette.responses import Response, BackgroundTask
import uvicorn

app = FastAPI()

@app.get("/")
async def endpoint(tasks: BackgroundTasks):
    tasks.add_task(lambda: print("This won't be printed"))
    return Response(content="Custom response", background=BackgroundTask(lambda: print("Only this will be printed")))

uvicorn.run(app)
```


### Description

Hey! Thanks for the best framework in Python and generally ❤️ 

Basically, passing a background task to a custom response overwrites any other tasks added to the injected `BackgroundTasks`.

I'm not sure this is considered a bug, but I think it's confusing and can at least be clarified in the [Return a Response Directly](https://fastapi.tiangolo.com/advanced/response-directly/) docs, for example. Other solutions can be actually changing this behavior (I guess that's a breaking change), or printing a warning/throwing [throwing is also a breaking change] if both mechanisms are used at once. But I can't imagine a user desiring this behavior. To be clear, this tripped us up when we couldn't figure out why some of our tasks were being swallowed. 

I'd be happy to work on either solution, obviously adding a docs pr would be the easiest first step.

### Operating System

macOS

### Operating System Details

_No response_

### FastAPI Version

0.97.0

### Pydantic Version

1.10.7

### Python Version

3.9

### Additional Context

_No response_</div>
Repository: go
Issue: x/build: support x/playground tests that need additional dependencies
Labels: Builders,NeedsInvestigation

Right now the x/playground repo is tested via the usual `go test ./...` as other x/ repos.  
As described in #24823, there are tests that need additional dependencies to run (Docker).  
This is the tracking issue for that.

CC @golang/tools-team.
Repository: PowerToys
Issue: FancyZones Custom Zone Set Up Across 2 Displays Does Not Hold to Specific Display
Labels: Issue-Bug,Product-FancyZones,Needs-Triage

### Microsoft PowerToys version

0.78.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

I have two 28inch displays that are set a different custom set up for FancyZones for each.  Every morning, the zones are both the same (4x4 quadrant) and I have to go into PowerToys each day and re assign to designated display.  This happens every day.,

### ✔️ Expected Behavior

I set a custom zone for designated monitor and I don't have to modify this until it's changed by me manually again.

### ❌ Actual Behavior

I have two 28inch displays that are set a different custom set up for FancyZones for each.  Every morning, the zones are both the same (4x4 quadrant) and I have to go into PowerToys each day and re assign to designated display.  This happens every day.,

### Other Software

_No response_
Repository: ollama
Issue: Allow integration with Slurm
Labels: feature request

Slurm is a utility to manage and schedule workloads on a cluster of computers.
Many academic institutions use it for distributing computation.

I was wondering if it would be a good idea to implement an interface that allows use of chat interface with the model loaded via Slurm jobs.
This way your request gets queued, and when the computation is done, ollama will pipe the output.

There could be a number of ways to do this :
- Allow single-response subcommands which start the server, run the query and kill the server when the output is received, for eg:
```console
$ ollama singlerun mistral --message "what is the meaning of life"
[answer]
```

- integrate the slurm scheduling within Ollama
- Write a wrapper around ollama that does point 1.

Im hoping to have a discussion on what the community thinks about this topic.
Repository: pytorch
Issue: Dynamo cannot work with non-classmethod torch_function implementation 
Labels: triaged,module: __torch_function__,oncall: pt2,module: dynamo,dynamo-must-fix,dynamo-tensor-subclasses,dynamo-triage-june2024

### 🐛 Describe the bug

```python
import torch

class A(torch.Tensor):
    pass

class B(torch.Tensor):
    def __torch_function__(self, func, types, args, kwargs=None):
        return super().__torch_function__(func, types, args, kwargs)

class C(torch.Tensor):
    @classmethod
    def __torch_function__(cls, func, types, args, kwargs=None):
        return super().__torch_function__(func, types, args, kwargs)


@torch.compile(backend="eager")
def fn(cls):
    return cls() + 1


fn(A)
print("A is good")

try:
    fn(B)
except Exception as e:
    assert "UserDefinedObjectVariable(B) is not a constant" in str(e)
    print("B failed")

fn(C)
print("C is good")
```

### Versions

Latest PyTorch

cc @hameerabbasi @rgommers @peterbell10 @ezyang @msaroufim @bdhirsh @anijain2305 @zou3519 @chauhang @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @kadeng
Repository: godot
Issue: Input events registered at a wrong position visually on CharacterBody3D when linear axis locked is enabled.
Labels: bug,topic:physics,topic:input,topic:3d

### Tested versions

4.2.1, 4.3dev

### System information

Windows 11 - Vulkan - Nvidia RTX 4070 - intel i5 13600KF

### Issue description

When you enable linear axis lock for let's say Y axis and move the body in that axis through setting it's position (or set the position first and then lock the axis) then the `input_event` and `mouse_entered` and `mouse_exited` signals are triggered at wrong positions as if the body did not move.

I understand this is realted to PhysicsBody3D and then it probably doesn't expect position change in the axis which is locked but:
1. It's still weird since you can move the body around through code or in editor as long as you just change the position.
2. The description to the lock says `Lock the body's linear movement in the Y axis.` it doesn't talk about direct changes to position so I'd assume this means move_and_collide (or otherl inear movement for RigidBody3D)

I'd assume that you can move the body somewhere and then lock it but it does not update the position for where the even it triggered at.
Or if nothing else at least the documentation should reflect this so I'd say it's either bug or unintuitive behaviour which needs to be documented  - perhaps even including the popup hints in the editor.

### Steps to reproduce

Play the MRP and hover over the box, nothing gets printed in the output then hover below it where the origin would be until you start triggering the events

- OR build your project: -

1. Add CharacterBody3D.
2. Connect to any of it's input events mentioned above.
3. Lock linear axis Y.
4. Move the body in Y axis up.
5. Play the project and see that the event isn't triggered when you mouse over the object but only at the place where it was before moving it where the object currently isn't.

### Minimal reproduction project (MRP)

[Tttttt.zip](https://github.com/godotengine/godot/files/14437104/Tttttt.zip)
Repository: next.js
Issue: Fetch cache seeded at build time during SSG is not reused at runtime on Vercel
Labels: bug,Pages Router,linear: next

### Link to the code that reproduces this issue

https://github.com/Fredkiss3/inconsistent-fetch-cache-during-build-and-start

### To Reproduce

1. Import the project on vercel
2. Watch the build logs, it should give you the same logs for every page as they are SSG'ed (which means the data is cached)
```js
{
  'LAYOUT FETCH': {
    unixtime: 1708398669,
    utc_datetime: '2024-02-20T03:11:09.078181+00:00'
  }
}
```
3. When the build has finished, go to `/u/5`
4. You will notice that the data shown is different than the data shown at build time
5. If you go to `/u/3` it will show a different value (the same that is shown at build time)



### Current vs. Expected behavior

Following the previous steps, I expected to have the same values shown at build time and at runtime, meaning that the fetch cache is set and reused at runtime but it doesn't. 

If you try building the project locally, you will notice that the data is effectively cached at build time and the same data is reused at runtime. This may be because when running locally nextjs use the folder `.next/cache/fetch-cache` and is correctly seeded at build time, On vercel it isn't considered.

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: arm64
  Version: Darwin Kernel Version 23.3.0: Wed Dec 20 21:31:00 PST 2023; root:xnu-10002.81.5~7/RELEASE_ARM64_T6020
Binaries:
  Node: 20.11.1
  npm: 10.2.4
  Yarn: N/A
  pnpm: 8.15.3
Relevant Packages:
  next: 14.1.0
  eslint-config-next: N/A
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Data fetching (gS(S)P, getInitialProps)

### Which stage(s) are affected? (Select all that apply)

Vercel (Deployed)

### Additional context

The site is deployed on Vercel.

Also If you have access to Vercel Request metrics, you will notice that the first call to the fetch cache shows a `CACHE MISS` and next requests reuse the cached data :

## First Request
![image](https://github.com/vercel/next.js/assets/38298743/b4a9dcac-7523-47e2-99b0-9b043594107c)


## Second Request
![image](https://github.com/vercel/next.js/assets/38298743/58344555-a1a4-4974-96f5-e38247bd6214)

<sub>[NEXT-3291](https://linear.app/vercel/issue/NEXT-3291/fetch-cache-seeded-at-build-time-during-ssg-is-not-reused-at-runtime)</sub>
Repository: deno
Issue: `websocket_server_idletimeout` suggests that there is a timer issue with WebSocket `idleTimeout`
Labels: web,needs investigation,ext/websocket

The `websocket_server_idletimeout` test uses `deno test` rather than `deno run` because the latter hangs indefinitely. This suggests that there is a legitimate bug in the WebSocket idle timeout code which is probably leaving an unref'd timer running.

The test is being updated to use `deno run` and an explciit `Deno.exit` to work around this hang in https://github.com/denoland/deno/pull/22611, but the issue still exists.
Repository: kubernetes
Issue: kube-proxy: Inconsistent behaviors about disabling health check server and metrics server
Labels: kind/bug,sig/network,area/kube-proxy,triage/accepted

### What happened?

While looking at https://github.com/kubernetes/kubernetes/pull/123545, I tried to validate the current behaviors about "healthz-bind-address" and "metrics-bind-address", and found some inconsistencies between the docs and the code.

1. According to the following usages, setting "--healthz-bind-address" and "--metrics-bind-address" to empty values should disable the two servers, however making such configurations doesn't really work. So it's either a doc issue or a code issue.
https://github.com/kubernetes/kubernetes/blob/54f9807e1e84981b2053f4daf779f5ed19962144/cmd/kube-proxy/app/server.go#L163-L164

2. Regardless of whether disabling the two servers should be supported or not, the validation code for the two addresses are inconsistent, it tolerates HealthzBindAddress to be empty but not MetricsBindAddress. kube-proxy wouldn't be up when MetricsBindAddress is empty.
https://github.com/kubernetes/kubernetes/blob/54f9807e1e84981b2053f4daf779f5ed19962144/pkg/proxy/apis/config/validation/validation.go#L73-L76

3. `HealthzServer` is only initialized when `HealthzBindAddress` is not empty. However, it's used by `NodeEligibleHandler` unconditionally, which would cause kube-proxy to panic when it's nil.
https://github.com/kubernetes/kubernetes/blob/54f9807e1e84981b2053f4daf779f5ed19962144/cmd/kube-proxy/app/server.go#L644-L646
https://github.com/kubernetes/kubernetes/blob/54f9807e1e84981b2053f4daf779f5ed19962144/cmd/kube-proxy/app/server.go#L954-L956

It seems that regardless of whether we want to support disabling the two servers, some cleanup would be needed. But I'm not sure what's the expected behavior here.

cc @danwinship @aojea 

/sig network
/area kube-proxy

### What did you expect to happen?

The documented way to disable health check server and metrics server doesn't work. If it's a real use case, it should be fixed. Otherwise, the usage doc should be fixed.

### How can we reproduce it (as minimally and precisely as possible)?

Setting "--healthz-bind-address" and "--metrics-bind-address" to empty values, the two servers aren't disabled.

### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version
# paste output here
```

</details>


### Cloud provider

<details>

</details>


### OS version

<details>

```console
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here

# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
```

</details>


### Install tools

<details>

</details>


### Container runtime (CRI) and version (if applicable)

<details>

</details>


### Related plugins (CNI, CSI, ...) and versions (if applicable)

<details>

</details>
Repository: flutter
Issue: Android locale parsing may be able to use API 21+ methods now
Labels: P3,c: tech-debt,team-android,triaged-android

In https://github.com/flutter/engine/pull/51032/files#diff-a23bf0590068d5b3742c6748af913365408e0dc7bfe09c7c33063168ad71d8f2L204, I removed the `if (false` branch out of caution because that code appears to never have executed anywhere. We're currently parsing locale strings we probably don't have to.

@chingjun might remember why he put false there, but I suspect it was just a mistake that got missed in code review. It's probably safe to use the more concise code now.