sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: GracePeriod elegant delete  can only be set once
Labels: kind/bug,sig/node,priority/important-longterm,triage/duplicate,triage/accepted

### What happened?

I checked the kubelet source code and found that after receiving a request to delete a pod, it will determine whether the pod is in the process of being updated, and if it is, it will store this update in the map of lastUndeliveredWorkUpdate. When this update is finished, it will be taken out from this map and put into the podUpdates pipeline for processing.
However, if the gracePeriod is set for the first update, the podUpdates pipeline will block there. Because when the CRI is called, the container will not return the message immediately until the gracePeriod is up. In this case, I can only send the first gracePeriod valid, subsequent ones are invalid. There are business scenarios that require this feature.

### What did you expect to happen?

If you delete a pod with the gracePeriod parameter, you should overwrite the last one with the latest gracePeriod time each time. I see in the source code comments that it is possible to overwrite the old time with the latest gracePeriod. But the actual business logic fails to implement this feature.
pod_workers.go 
<img width="909" alt="image" src="https://user-images.githubusercontent.com/29618214/200491137-8bdff7f1-1a3a-4d86-8f65-0752502419e6.png">
pod_workers.go 
<img width="693" alt="image" src="https://user-images.githubusercontent.com/29618214/200491548-7f8a82ee-53b0-4bbe-8b6e-115cf819d90c.png">



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

1.kubectl delete pod name --grace-period=30
2.kubectl delete pod name --grace-period=10
The second operation is invalid


### Anything else we need to know?

_No response_

### Kubernetes version

<details>

```console
$ kubectl version 1.19-1.25
# paste output here
```

</details>


### Cloud provider

<details>
null
</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: kubernetes
Issue: whether related beta apis enabled for those  beta feature gates enabled by k8s 1.24 by default?
Labels: kind/documentation,kind/support,sig/api-machinery,triage/accepted

From https://kubernetes.io/docs/reference/command-line-tools-reference/feature-gates/
the statement

``Since Kubernetes 1.24, new beta APIs are not enabled by default. When enabling a beta feature, you will also need to enable any associated API resources. For example, to enable a particular resource like storage.k8s.io/v1beta1/csistoragecapacities, set --runtime-config=storage.k8s.io/v1beta1/csistoragecapacities. See [API Versioning](https://kubernetes.io/docs/reference/using-api/#api-versioning) for more details on the command line flags.``

Since most of beta feature gates are enabled by default by k8s1.24 like below:
AnyVolumeDataSource true Beta 1.24
CSIMigrationAzureFile true Beta 1.24
GracefulNodeShutdownBasedOnPodPriority true Beta 1.24
GRPCContainerProbe true Beta 1.24
....

My concern is if these feature gates related any new beta APIs are also enabled by k8s1.24 by default? So user won't need to consider how to make these feature gate work completely on the cluster.

Thanks.
Repository: kubernetes
Issue: [Feature Request] solid resourcequota admission leveraging `resourceVersion` comparison.
Labels: sig/api-machinery,kind/feature,triage/needs-information,triage/accepted

### What would you like to be added?

Introduce a new field `observedResourceVersion` to `resourcequota.status` to provide solid resource admission, in case of event slow watch during usage calculation that causes resource leak.

proposal: 

```go

// ResourceQuotaStatus defines the enforced hard limits and observed use.
type ResourceQuotaStatus struct {
	// Hard is the set of enforced hard limits for each named resource.
	// More info: https://kubernetes.io/docs/concepts/policy/resource-quotas/
	// +optional
	Hard ResourceList 
	// Used is the current observed total usage of the resource in the namespace.
	// +optional
	Used ResourceList

        // ObservedResourceVersions, the newly introduced field that helps validate
        // used quota timeliness.
        ObservedResourceVersions   []GRResourceVersion
}

type GRResourceVersion struct {
	// GR represents the GroupResource that this object stands for.
	GR schema.GroupResource
	// LatestResourceVersion represents the observed latest resource-version across
	// all GR objects managed by resource quota.
	LatestResourceVersion string
}

```

### Why is this needed?

Imagine a case down below:

1. user create a pod `pod-a` that managed by ResourceQuota `rq-a`, assume that `used` of `rq-a` is `cpu=10`, `hard` is `cpu=11`, `pod-a` requests `1 cpu`
2. admission control allows pod to complete creation and update `used` of `rq-a` to `cpu=11`
3. events emitted from etcd and broadcast to `kcm`, however, load of etcd reaches high that causes `kcm` slow watch, `ResourceQuota` event arrives before pod event, triggers resourcequota controller accumulates latest usage.
4. local informer cache has not receive the newly admitted pod yet, finally update used as `cpu=10`, data corruption happened.
5. when another pod create in this very short time window, admission control will allow it and eventually `used` of `rq-a` becomes `cpu=12`.

By bringing observed latest resource version, admission control updates the latest resource version for some group-resource, and controller populates observed resource versions during calculation and gives up update when `observedLatestResourceVersion` stales.
Repository: pytorch
Issue: nn.Linear allocate too many space which lead to CPUAllocator "allocate memory failure" if it's BF16. good for FP32.
Labels: module: cpu,triaged,intel

### 🐛 Describe the bug

Torch version: 1.13.0+cpu

BF16 code

```python
from torch import nn
import torch
lm_head = nn.Linear(1536, 250880, bias=False, dtype=torch.bfloat16)
input=torch.ones(size=(8,1024,1536), dtype=torch.bfloat16)
output=lm_head(input)
```

crash:
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/skyrex05/wangyi/miniconda3/envs/compatibility_test/lib/python3.9/site-packages/torch/nn/modules/module.py", line 1190, in _call_impl
    return forward_call(*input, **kwargs)
  File "/skyrex05/wangyi/miniconda3/envs/compatibility_test/lib/python3.9/site-packages/torch/nn/modules/linear.py", line 114, in forward
    return F.linear(input, self.weight, self.bias)
RuntimeError: [enforce fail at alloc_cpu.cpp:75] err == 0. DefaultCPUAllocator: can't allocate memory: you tried to allocate 189079224448 bytes. Error code 12 (Cannot allocate memory)


FP32 code

```python
from torch import nn
import torch
lm_head = nn.Linear(1536, 250880, bias=False)
input=torch.ones(size=(8,1024,1536))
output=lm_head(input)
```

no crash

### Versions

PyTorch version: 1.13.0+cpu
Is debug build: False
CUDA used to build PyTorch: Could not collect
ROCM used to build PyTorch: N/A

OS: Ubuntu 20.04.5 LTS (x86_64)
GCC version: (Ubuntu 9.4.0-1ubuntu1~20.04.1) 9.4.0
Clang version: Could not collect
CMake version: version 3.16.3
Libc version: glibc-2.31

Python version: 3.9.13 (main, Oct 13 2022, 21:15:33)  [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-46-generic-x86_64-with-glibc2.31
Is CUDA available: False
CUDA runtime version: 10.1.243
CUDA_MODULE_LOADING set to: N/A
GPU models and configuration: Could not collect
Nvidia driver version: Could not collect
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True

Versions of relevant libraries:
[pip3] intel-extension-for-pytorch==1.12.300
[pip3] mypy-extensions==0.4.3
[pip3] numpy==1.23.4
[pip3] torch==1.13.0+cpu
[pip3] torchaudio==0.13.0+cpu
[pip3] torchvision==0.14.0+cpu
[conda] intel-extension-for-pytorch 1.12.300                 pypi_0    pypi
[conda] numpy                     1.23.4                   pypi_0    pypi
[conda] torch                     1.13.0+cpu               pypi_0    pypi
[conda] torchaudio                0.13.0+cpu               pypi_0    pypi
[conda] torchvision               0.14.0+cpu               pypi_0    pypi


cc @VitalyFedyunin @jgong5 @mingfeima @XiaobingSuper @sanchitintel @ashokei @jingxu10
Repository: stable-diffusion-webui
Issue: [Feature Request]: give a way to switch a model mid-prompt
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 ?

For example the '|' alternating prompt thing can help combine styles and people by switching each generation step between two models, for up to 150(/even 300) steps.
If you merge ckpts, it takes a bit of each ckpt and worsens it overall, that's why people use many ckpts.
But if you use say a ckpt for style and another for your person, you can't use the style on the person, or if someone trained a great style/landscape model but you already have a great person model, you can't use them together.
What if we could use the auto1111 command of ':' or '|' using a different ckpt to generate that part, in effect it will be alternating the generation to achieve a desired style or combination of people. So you'd be able to do like "(<person token> =person.ckpt|<style token> =style.ckpt)".
In effect it will look like (emma watson =emma_watson.ckpt|modern disney =modern_disney.ckpt) and will result in a combination of both, so it will be emma watson as a modern disney for example.

### Proposed workflow

Option 1 - in the prompt:
Write in the prompt =<modelname.ckpt> , so everything before this point will be prompted with that model. Default for non-specified models will be the model at the top of the UI. Default combination is alternating every generation step.
The program will take the prompt and use the model named after the '=' to generate what was before it, and alternate between the model that is selected on top of the ui.
Option 2 - In a clickable '+' option:
A clickable '+' below the prompt area to write a different prompt and choose a different model than the one selected on top, will combine the two models and prompts by alternating them every other step. A clickable toggle to make it instead of alternating, an img2img of sorts that will start X% of the steps with selected model on top and the rest Y% with the model below.

### Additional information

_No response_
Repository: electron
Issue: [Bug]: Page content resizes with noticable delay
Labels: platform/macOS,bug :beetle:,status/confirmed,component/webcontents,33-x-y,34-x-y

        Latest Chrome version now syncs window and render sizes.

https://user-images.githubusercontent.com/4368958/129436191-9fe2adf1-edd4-42d5-a27d-97b372dd0733.mov

Yet still, if relayout takes a lot of time, this split still occurs, especially for more complex layouts and because chrome is not optimizing for relayout performance.

_Originally posted by @0x0blu in https://github.com/electron/electron/issues/3615#issuecomment-898845463_

-------------------------------------------
#3615 #9608
Reproduces with Electron 21.x
Repository: opencv
Issue: convertMaps() uses ptr() with an empty array causing assert in debug build.
Labels: bug

### System Information

OpenCV version: 4.5.5
Operating System / Platform: Windows 10.0.19043 AMD64
Compiler & compiler version: MSVC 1924

### Detailed description

The `convertMaps` function triggers an assert in the debug build, when the source array is non-continuous `CV_32FC2`, destination type is `CV_16SC2` and nearest-neighbor interpolation is not used.

```
OpenCV(4.5.5) Error: Assertion failed (y == 0 || (data && dims >= 1 && (unsigned)y < (unsigned)size.p[0])) in cv::Mat::ptr, file C:\.conan\fee6ed\1\source_subfolder\modules\core\include\opencv2/core/mat.inl.hpp, line 722
```

The problematic code can be seen from the patch below, which fixes the problem. The `ptr` methods are used regardless if the secondary arrays are empty or not. The resulting invalid pointer is never de-referenced, but it triggers assert in the debug build and may be UB otherwise.

```
diff --git a/modules/imgproc/src/imgwarp.cpp b/modules/imgproc/src/imgwarp.cpp
index c36c8cebf5..978993be7e 100644
--- a/modules/imgproc/src/imgwarp.cpp
+++ b/modules/imgproc/src/imgwarp.cpp
@@ -1899,12 +1899,12 @@ void cv::convertMaps( InputArray _map1, InputArray _map2,
     for( y = 0; y < size.height; y++ )
     {
         const float* src1f = m1->ptr<float>(y);
-        const float* src2f = m2->ptr<float>(y);
+        const float* src2f = m2->empty() ? NULL : m2->ptr<float>(y);
         const short* src1 = (const short*)src1f;
         const ushort* src2 = (const ushort*)src2f;
 
         float* dst1f = dstmap1.ptr<float>(y);
-        float* dst2f = dstmap2.ptr<float>(y);
+        float* dst2f = dstmap2.empty() ? NULL : dstmap2.ptr<float>(y);
         short* dst1 = (short*)dst1f;
         ushort* dst2 = (ushort*)dst2f;
         x = 0;
```


### Steps to reproduce

The following C++ code reproduces the assert when using the debug build of OpenCV.

```
cv::Mat base(16, 16, CV_32FC2, {0.0f, 0.0f});
const cv::Mat src1 = base(cv::Rect(1, 2, 3, 4));
const cv::Mat src2;
cv::Mat dst1;
cv::Mat dst2;
const int dsttype = CV_16SC2;
const bool nninterp = false;
cv::convertMaps(src1, src2, dst1, dst2, dsttype, nninterp);
```

The example code (and the patch above) were tested with OpenCV 4.5.5, but looking at the source code, the issue seems to have been there from OpenCV 3 to the latest version.

Note that the example code above only reproduces the assert for the case where `m2` (2nd source map) is empty. There probably is a similar problem for the case where `dstmap2` is empty, but I have not tested this.


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [X] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: stable-diffusion-webui
Issue: [Bug] [UI Performance]: Slow performance when drawing inpainting area with high resolution images
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?

The inpainting drawing UI lags with high res images (3000x3000 for example).

### Steps to reproduce the problem

import high resolution image to be inpainted

try drawing the inpainting area

### What should have happened?

The drawing performance should be on par with lower resolution images (1000x1000 for example)

### Commit where the problem happens

<none>

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

Windows

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

Google Chrome

### Command Line Arguments

```Shell
--lowvram --listen
```


### Additional information, context and logs

_No response_
Repository: godot
Issue: Unexpected behaviour with MultiplayerSpawner after changing scenes (with `change_scene_to_*`) via RPC call
Labels: bug,confirmed,topic:multiplayer

> [!IMPORTANT]
> ***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*
> Please read https://github.com/godotengine/godot/issues/68407#issuecomment-2331790407 for a workaround.

### Godot version

4.0.beta4

### System information

Windows 11 22H2

### Issue description

I've setup a simple lobby which will only load both players into another scene once a client connects to the host. After the scene is loaded some subscenes are instantiated on the host and added to a child node in the scene. 

What I expect to happen is, the MultiplayerSpawner will spawn the subscenes on the client at the position (0, 0). However it seems that because I am using an rpc call to load the scene for both the host(locally) and client(remotely) the MultiplayerSpawner fails. The code block below is what the debugger returns for the client instance.

```
E 0:00:02:0861   get_node: Node not found: "Main/MultiplayerSpawner" (relative to "/root").
  <C++ Error>    Method/function failed. Returning: nullptr
  <C++ Source>   scene/main/node.cpp:1359 @ get_node()
E 0:00:02:0861   process_simplify_path: Condition "node == nullptr" is true.
  <C++ Source>   modules/multiplayer/scene_cache_interface.cpp:77 @ process_simplify_path()
E 0:00:02:0861   get_cached_object: ID 2 not found in cache of peer 1.
  <C++ Error>    Condition "!F" is true. Returning: nullptr
  <C++ Source>   modules/multiplayer/scene_cache_interface.cpp:249 @ get_cached_object()
E 0:00:02:0861   on_spawn_receive: Condition "!spawner" is true. Returning: ERR_DOES_NOT_EXIST
  <C++ Source>   modules/multiplayer/scene_replication_interface.cpp:484 @ on_spawn_receive()
```

The MultiplayerSpawner does sometimes produce the expected results, albeit very infrequently. What baffles me is that I've had a friend test this on their own machine with the same release of Godot and the MultiplayerSpawner seems to work as expected.

I've found that the MultiplayerSpawner behaves as expected if I load the scene manaully for each instance, rather than through an rpc call for both the host(locally) and client(remotely).

### Steps to reproduce

To test loading via RPC
1. Set the project to run with 2 instances
2. Run  Project
3. Select host for one instance and join for the other

To test loading manually
1. Set the project to run with 2 instances
2. Uncomment ```start_game()``` on line 12 and 26 in **lobby.gd**
4. Run  Project
5. Select host for one instance and join for the other

### Minimal reproduction project
[multiplayer-nodes.zip](https://github.com/godotengine/godot/files/10073403/multiplayer-nodes.zip)
Repository: PowerToys
Issue: FancyZones wont 'freeze' windows when changing resolution on 1st monitor
Labels: Issue-Bug,FancyZones-Layouts,Priority-2

### Microsoft PowerToys version

0.64

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

Hello there,
I have two monitors setup and some fancy zones on the 2nd one. 
Every time I play CS:GO (1280x960), the windows on my 2nd monitor vanishes or goes to the first monitor, even though I have set FancyZones to keep the windows in its zones when changing resolution.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Cannot start web ui, is stuck a installing requierements
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

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

### What happened?

I updated to commit "c5334fc56b3d44976425da2e6d0a303ae96836a1" (is this the right format?!) and it went pretty well I installed 2 extensions, but deactivated them (tokenizer and some other).

The I went on to write a custom script, added the script to the folder, wanted to test the script and now its stuck at the installing requirements.

### Steps to reproduce the problem

I have no idea how to reproduce it or what is going on

### What should have happened?

A regular program start

### Commit where the problem happens

c5334fc56b3d44976425da2e6d0a303ae96836a1

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
--api --xformers
```


### Additional information, context and logs

_No response_
Repository: godot
Issue: Audio Mixer Master channels wont send signals for Sidechained compressors
Labels: bug,confirmed,topic:audio

### Godot version

3.4.4.Stable.costum_build

### System information

OSX 12.3

### Issue description

We are having an issue where we have sounds coming into 2 audio buses
<img width="1493" alt="Screenshot 2022-11-08 at 13 21 20" src="https://user-images.githubusercontent.com/1998036/200562482-25e305d9-0600-43b8-8f01-720bfbebc1f5.png">
we got the DuckOnMusic bus and the Music Bus. 
--------

<img width="1538" alt="Screenshot 2022-11-08 at 13 21 26" src="https://user-images.githubusercontent.com/1998036/200562536-6f108fc6-0df9-4a59-ba16-7994d06e82e2.png">

For mixing reasons we are sending the Music bus to its own MusicMaster bus where we need to get the bus signal to a compressor at the DuckOnMusic bus as illustrated above. 

The expected result is that when we connect the MusicMaster bus on the compressor sidechain, is that it behaves exactly as when we connect it to the Music bus.
The actual result is that on MusicMaster bus this has no effect, and on Music bus it works as intended. 


### Steps to reproduce

1. download zipped project
2. open project with godot.
3. run project and press arrow up to hear gunshot sound. 
4. after some seconds music starts playing, and if the bus compressor side chain input is set to music bus, your gunshot sounds are now lowered to a point where you dont really hear them anymore
5. stop the game and change the compressor sidechain input to music master, and try to run the game again.
6. this time the gunshot sounds keep playing over the music instead of getting lowered. 
7. for making sure that the music signal is sent through the MusicMaster bus, I added a Pitch shift on the MusicMaster bus that you can enable to hear the music gets drastically changed while in play mode, proving that the Music bus does go through the MusicMaster bus. as seen below 
<img width="573" alt="Screenshot 2022-11-08 at 13 21 44" src="https://user-images.githubusercontent.com/1998036/200563513-b9351509-f212-4899-a423-3d4c2c8c3b06.png">


### Minimal reproduction project
[Godot test project.zip](https://github.com/godotengine/godot/files/9961169/Godot.test.project.zip)
Repository: material-ui
Issue: [material-ui][ButtonGroup] Disabled styles should be improved
Labels: design: material,component: ButtonGroup

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

## Expected Behavior

The `border color` in `outlined ButtonGroup` should remain the original color when a button is `disabled`. Example:

![Screenshot 2022-11-08 at 13 29 48](https://user-images.githubusercontent.com/1934144/200564034-75b9f26c-e18b-4f21-ae79-85869e7fd7e7.png)

## Current Behavior

The actual styles for `ButtonGroup` when a button is disabled, look like this:

![Screenshot 2022-11-08 at 13 21 56](https://user-images.githubusercontent.com/1934144/200563468-c192bf4f-5172-4647-931b-e3244007aec6.png)

The `border color` doesn't seem correct, it doesn't feel like a group of buttons.

## Steps to Reproduce

Link: https://codesandbox.io/s/buttongroup-disabled-oj1ufn

- Create an outlined button group
- Disable one of the buttons

## Enviroment

- mui: 5.10.10
- react: 17.0.1

### Examples 🌈

![Screenshot 2022-11-08 at 13 29 48](https://user-images.githubusercontent.com/1934144/200564034-75b9f26c-e18b-4f21-ae79-85869e7fd7e7.png)

### Motivation 🔦

The border color doesn't seem correct, it doesn't feel like a group of buttons.