sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: 🐘 Switch to`opencontainers/runc` as a library (Was: Explore replacing opencontainers/runc with containerd/cgroups)
Labels: sig/node,area/code-organization,needs-triage

Kubernetes use of `opencontainers/runc` as a library is placing undue burden on the runc team, for example:
- https://github.com/opencontainers/runc/issues/3028
- https://github.com/opencontainers/runc/issues/3221#issuecomment-925972992

We now have a cgroups specific library in containerd org that we can explore to start slowly replacing functionality we needed earlier from runc i think.
https://github.com/containerd/cgroups

As of right now k/k master shows the following imports of opencontainers/runc:
```
❯ rg '"github.com/opencontainers/runc' | grep -v vendor | cut -f 2 -d '"' | sort | uniq -c | sort
      1 github.com/opencontainers/runc/libcontainer/cgroups/systemd
      1 github.com/opencontainers/runc/libcontainer/utils
      2 github.com/opencontainers/runc/libcontainer/apparmor
      2 github.com/opencontainers/runc/libcontainer/cgroups/manager
      2 github.com/opencontainers/runc/libcontainer/configs
      2 github.com/opencontainers/runc/libcontainer/userns
      3 github.com/opencontainers/runc/libcontainer/cgroups/fscommon
     17 github.com/opencontainers/runc/libcontainer/cgroups
```

/sig node
Repository: node
Issue: Request signal isn't aborted after garbage collection
Labels: confirmed-bug

## Bug Description

Passing a signal to Request() and aborting it does not cause the underlying request signal to be aborted after it's been garbage collected. This leads to issues where you want to listen on the request signal even after the request itself falls out of scope - e.g., the request is instantiated with an abort controller signal and downstream code is waiting for that signal to be aborted via `request.signal`.

## Reproducible By

Run the following using `node --expose-gc main.js`:

```js
const ac = new AbortController();

ac.signal.addEventListener("abort", () => {
  console.log("ac signal aborted");
});

const request = new Request("https://google.ca", { signal: ac.signal });

request.signal.addEventListener("abort", () => {
  console.log("request signal aborted");
});

setTimeout(() => {
  global.gc();
  ac.abort();
}, 0);
```

## Expected Behavior
`ac signal aborted` **and** `request signal aborted` should be logged to the console.

Instead, only `ac signal aborted` is logged.

## Environment

Latest node and undici. Tried it in some older versions as well.

### Additional context

A few folks are running into this while trying to close event stream requests in the remix web framework. The underlying requests are never closed because the signal doesn't get aborted.
Repository: godot
Issue: Problems inferring type of variables in an autoloaded node's script at runtime
Labels: bug,topic:gdscript

### Tested versions

- Reproducible in: 4.3, 4.4.dev2, 4.4dev3

### System information

Godot v4.4.dev3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Thu, 12 Sep 2024 17:21:02 +0000 on Wayland - Wayland display driver, Single-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1080 Ti (nvidia; 560.35.03) - AMD Ryzen 5 2600X Six-Core Processor (12 threads)

### Issue description

I noticed that type inference does not work under very specific circumstances: when inferring the type of properties of a script that is attached to the root node of an autoloaded scene via the global autoload name within the script itself, or within another script that is used by the autoloaded script. The problem only occurs at runtime - in the editor the lines are shown as being typed and autocompletion works as well, but when running the project it's as if type inference did not work at all. See the reproduction steps and MRP below.

![Screenshot showcasing the error described above, type inference works in the editor but fails and causes a crash at runtime.](https://github.com/user-attachments/assets/d78075f6-3eaa-48a3-bf5f-0ac573076d65)



### Steps to reproduce

- Add an "autoload" scene to the project
- In the root node of that scene, attach a script
- In that script, add variables with types
- Also in that script, write functions where the type of those variables is being inferred (using the global autoload name)
- Alternatively, do that in another script that is loaded by the autoloaded node's script
- It works in the editor, but at runtime you will get warnings / errors

### Minimal reproduction project (MRP)

[type_inference_mrp.zip](https://github.com/user-attachments/files/17416031/type_inference_mrp.zip)
Repository: flutter
Issue: [Impeller] compute minimum input hint for shared backdrop layer.
Labels: P2,e: impeller,team-engine,triaged-engine

Right now we're defaulting to blurring the entire backdrop, but this can be speed up by computing the union of all saveLayer coverages during the pre-pass.
Repository: flutter
Issue: [Impeller] AHB swapchain broken on NVIDIA SHIELD Android TV.
Labels: e: device-specific,platform-android,engine,c: rendering,P1,e: impeller,team-engine,triaged-engine,e: impeller-naughty-driver

### Steps to reproduce

I was following with this link: https://api.flutter.dev/flutter/widgets/CustomMultiChildLayout-class.html

The app works fine on my Android Pixel 7 Pro phone. It works fine on my Windows 11 desktop. However, it renders a large dash across the screen on my Android TV (Android SHIELD)

### Expected results

A clean rendered screen without large white dashes.

### Actual results

A TV covered in large white dashes.
![AllColors](https://github.com/user-attachments/assets/71b7b045-f29e-4bbc-abc3-66acf8d22407)
![FlutterAppTVOutput](https://github.com/user-attachments/assets/885f9937-cdcc-4fad-8651-bc94b9ae25ac)
![Green](https://github.com/user-attachments/assets/a42bdcd1-a73f-494f-a52a-9d7638386175)


### Code sample

<details open><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>


### Screenshots or Video

<details open>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details open><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details open><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: PowerToys
Issue: Color picker add copy default code when color selected
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

When a color is selected, we should have an option to automatically copy our default code (I use hex, but you can set other defaults) so you can save an extra mouse-click.

### Scenario when this would be used?

All the time when selecting colors and needing a code for it. Just select it, and then go to the application you are using it in, instead of selecting color, selecting copy button, then changing apps and pasting.

### Supporting information

_No response_
Repository: godot
Issue: Cannot specify base url for GDExtension on web platform
Labels: platform:web,needs testing,topic:gdextension

### Tested versions

Tested in 4.3-stable

### System information

Web/WASM

### Issue description

I am trying to serve a Godot project on the web and am unable to load GDExtension wasm from urls not relative to the current page. The urls used by the server look something like:
```
https://servername.com/play/
https://servername.com/static/
```
with `play/` running through an application server to template the html file while `static/` files (js, wasm, etc) are served from something like S3. 

This works fine until GDExtensions are involved because you can set `mainPack` and `executable` to the path you want and they will be fetched correctly. For extensions, it will fetch them as a relative path and there does not seem to be anything to change it. Using the urls above it would go to `https://servername.com/play/libname.whatever.wasm` instead of `https://servername.com/static/libname.whatever.wasm`. When I modify the application server to return the wasm on the url Godot uses, everything works.

Three questions:
* Am I missing something? Is there some way to set this?
* Is this a common problem that should be fixed for all godot users or am I on my own here?
* If it is a common problem then any pointers on what the 'correct' way to approach it would be appreciated.

Thanks!

### Steps to reproduce

N/A

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: Duplicate error for using allow inside forbid
Labels: A-diagnostics,T-compiler

### Code

```
// USE `-Zdeduplicate-diagnostics=false`
#[forbid(unsafe_code)] // NO UNSAFE CODE IN HERE!!
fn main() {
    {
        #[allow(unsafe_code)] // let's have some unsafe code in here
        {
        }
    }
}
```

### Current output

```
error[E0453]: allow(unsafe_code) incompatible with previous forbid
 --> tests/ui/lint/deny-inside-forbid-ignored.rs:4:17
  |
1 | #[forbid(unsafe_code)] // NO UNSAFE CODE IN HERE!!
  |          ----------- `forbid` level set here
...
4 |         #[allow(unsafe_code)] // let's have some unsafe code in here
  |                 ^^^^^^^^^^^ overruled by previous forbid

error[E0453]: allow(unsafe_code) incompatible with previous forbid
 --> tests/ui/lint/deny-inside-forbid-ignored.rs:4:17
  |
1 | #[forbid(unsafe_code)] // NO UNSAFE CODE IN HERE!!
  |          ----------- `forbid` level set here
...
4 |         #[allow(unsafe_code)] // let's have some unsafe code in here
  |                 ^^^^^^^^^^^ overruled by previous forbid
  |
  = note: duplicate diagnostic emitted due to `-Z deduplicate-diagnostics=no`

error: aborting due to 2 previous errors

For more information about this error, try `rustc --explain E0453`.
```

### Desired output

```
error[E0453]: allow(unsafe_code) incompatible with previous forbid
 --> tests/ui/lint/deny-inside-forbid-ignored.rs:4:17
  |
1 | #[forbid(unsafe_code)] // NO UNSAFE CODE IN HERE!!
  |          ----------- `forbid` level set here
...
4 |         #[allow(unsafe_code)] // let's have some unsafe code in here
  |                 ^^^^^^^^^^^ overruled by previous forbid

error: aborting due to 1 previous error

For more information about this error, try `rustc --explain E0453`.
```

### Rationale and extra context

Use `-Zdeduplicate-diagnostics=false`

more context can be found in `tests/ui/lint/issue-70819-dont-override-forbid-in-same-scope.rs`

### Other cases

_No response_

### Rust Version

rustc 1.83.0-nightly (14f303bc1 2024-10-04)
binary: rustc
commit-hash: 14f303bc1430a78ddaa91b3e104bbe4c0413184e
commit-date: 2024-10-04
host: x86_64-unknown-linux-gnu
release: 1.83.0-nightly
LLVM version: 19.1.0

### Anything else?

_No response_
Repository: godot
Issue: Using enum from other class as a signal parameter type doesn't work as expected
Labels: discussion,topic:gdscript

### Tested versions

- Reproducible in Godot v4.4.dev3.mono

### System information

Godot v4.4.dev3.mono - Windows 10.0.19045 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz (4 threads)

### Issue description

Creating a signal that uses enum from some other class (`SubNode` in this case) works weirdly. My expectation is that you should use the full path of the enum, in this case `SubNode.Foo`:

```gdscript
signal signal_using_enum_from_another_class1(SubNode.Foo) 
```

But you get an error message:
```
Parse Error: Expected closing ")" after signal parameters.
```

However, if only the enum name without class is given, signal definition works:
```gdscript
signal signal_using_enum_from_another_class2(Foo)
```

Using enum from the same class also works.

I didn't test what happens if multiple classes have an enum with same name.

### Steps to reproduce


![kuva](https://github.com/user-attachments/assets/efc1f43a-4f41-45b9-9edd-6827c93a7a48)


subnode.gd:
```gdscript
class_name SubNode
extends Node2D

enum Foo {BAR}
```

main.gd
```gdscript
extends Node2D

enum MyEnum {ZAP}
signal signal_using_my_enum(MyEnum)

var a: SubNode.Foo

signal signal_using_enum_from_another_class1(SubNode.Foo)  # <---- error
signal signal_using_enum_from_another_class2(Foo)          # <---- for some reason this works
```


### Minimal reproduction project (MRP)

[signal_enum_test.zip](https://github.com/user-attachments/files/17416676/signal_enum_test.zip)
Repository: kubernetes
Issue: Pod admission can fail due to webhooks + context deadline exceeded, even when all webhooks are set to failurePolicy = Ignore
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

Pod admission failed with the error "Timeout: request did not complete within requested timeout - context deadline exceeded"

This occurred with Datadog's admission controller, when a default deny policy was applied and the network policy allowing ingress to Datadog's admission controller was missing. This is despite each of the webhook configurations specifying `failurePolicy: Ignore`. I can understand why they did that: failing pod admission basically kills the cluster.

### What did you expect to happen?

Pod should be successfully admitted since all webhooks were set to `failurePolicy: Ignore`

### How can we reproduce it (as minimally and precisely as possible)?

1. Create 4 mutating or validating webhooks, each with a timeout of 10 seconds, and failurePolicy of Ignore. The webhooks should return an error.
2. Try admitting a Pod. It should work - failurePolicy is set to Ignore.
3. Add a default deny network policy to the webhook's namespace. This will cause connections from the kube-apiserver to the webhook admission controller to fail with a timeout. Overall, 10 seconds will be spent on each one, totaling 40 seconds.
4. Pod admission fails with "Timeout: request did not complete within requested timeout - context deadline exceeded"

### Anything else we need to know?

It seems that pod admission has a global 30 second timeout. By specifying 4 webhooks, each with a timeout of 10 seconds, it is possible to exceed that timeout and cause pod admission to fail, **even when all webhooks have failurePolicy set to Ignore**. This also results in a message that just says "context deadline exceeded", and doesn't name the offending webhooks, since they didn't actually cause the failure. This makes it super hard to debug, as you have to dig into the kube-apiserver looks to find the offending webhook. It also seems unintentional: my expectation was that having no webhooks set to `failurePolicy: Fail`, pod admission should not be able to fail due to webhooks.

### Kubernetes version

<details>

```console
$ kubectl version
Client Version: v1.31.1
Kustomize Version: v5.4.2
Server Version: v1.31.1-eks-ce1d5eb
```

</details>


### Cloud provider

<details>
AWS
</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: next.js
Issue: Next.js App Router ISR doesn't remove noindex meta tag on cache revalidation
Labels: bug

### Link to the code that reproduces this issue

https://stackblitz.com/edit/stackblitz-starters-ws74xq?file=README.md

### To Reproduce

1. Build the project and start it in production mode `npm run build && npm start`
2. Open a new terminal and run the backend server `npm run server`
3. Open the application on the `/admin` path. Click on any item in the list. Change the status to "Draft" and click on save button. If the post already has a "Draft" status then first change it to "Published" and make it "Draft" again.
4. Copy the id of the post and go to page `/posts/<id>`. Refresh it until the not found page appears.
5. Check the generated page in `.next` directory: `cat .next/server/app/posts/<id>.html`. There should be `<meta name="robots" content="noindex"/>` tag.
6. Now go the the page `/admin/posts/<id>` and change the status to "Published" and save.
7. Go to the page `/posts/<id>` and refresh it until the non-404 page appears. Run the `cat .next/server/app/posts/<id>.html` command in terminal again. There is still `<meta name="robots" content="noindex"/>` tag.

### Current vs. Expected behavior

I expect Next.js to remove the robots tag on revalidation.

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: Ubuntu 20.04.0 LTS Thu Oct 17 2024 22:46:17 GMT+0500 (Uzbekistan Standard Time)
  Available memory (MB): NaN
  Available CPU cores: 8
Binaries:
  Node: 18.20.3
  npm: 10.2.3
  Yarn: 1.22.19
  pnpm: 8.15.6
Relevant Packages:
  next: 14.2.8 // There is a newer version (14.2.15) available, upgrade recommended! 
  eslint-config-next: 14.2.8
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.5.4
Next.js Config:
  output: N/A
```


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

Not sure

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

next build (local), next start (local)

### Additional context

_No response_
Repository: deno
Issue: deno migrate command
Labels: cli,suggestion

Hello there, i'm new to deno exiting ecosytem, recently i'm experimenting with my old nodejs project to deno, my project has standard configuration of a nodejs typescript project, it has tsconfig, eslint, pritter etc... 

When i'm run deno install command and deno task dev command the project run okay, but if i open a file there are lot of error related to imports, also in my deno migration i do not need any tsconfig, eslint, pritter config.

is it possible to add deno migrate command with --from flag, from can have value like "node" or "bun", then if i run this command following will happen 

- it will update all import part from *.ts/*.js file -- or we can pass a file pattern, by default it will ignore node_modules directory
- from package.json it will create deno.json file and delete package.lock.json file 
- it will remove all typescript, eslint, pritter config 


Thanks
Repository: excalidraw
Issue: Add 2 new urls to the Web Embed URLs whitelist
Labels: whitelist

I would like the two urls to be whitelisted:
- https://perchance.org/cynews
- https://dddice.com/room/hx6kaq_/stream/chat?key=[REDACTED]

dddice.com used to working in a previous version, but that does not seem the case anymore.

Thanks in advance,
Repository: node
Issue: `parallel/test-performance-measure` is flaky
Labels: flaky-test,perf_hooks,linux

### Test

`test-performance-measure`

### Platform

Linux x64

### Console output

```console
---
duration_ms: 1225.808
exitcode: 1
severity: fail
stack: |-
  node:internal/assert/utils:281
      throw err;
      ^

  AssertionError [ERR_ASSERTION]: The expression evaluated to a falsy value:

    assert.ok(duration > (DELAY - ALLOWED_MARGIN))

      at /home/iojs/build/workspace/node/test/parallel/test-performance-measure.js:13:12
      at Array.forEach (<anonymous>)
      at PerformanceObserver.<anonymous> (/home/iojs/build/workspace/node/test/parallel/test-performance-measure.js:12:22)
      at PerformanceObserver.<anonymous> (/home/iojs/build/workspace/node/test/common/index.js:491:15)
      at [kDispatch] (node:internal/perf/observe:354:19)
      at Immediate._onImmediate (node:internal/perf/observe:130:25)
      at process.processImmediate (node:internal/timers:511:21) {
    generatedMessage: true,
    code: 'ERR_ASSERTION',
    actual: false,
    expected: true,
    operator: '=='
  }

  Node.js v24.0.0-pre
...
```


### Build links

- https://ci.nodejs.org/job/node-test-commit-linux/nodes=rhel8-x64/61234/testReport/junit/(root)/parallel/test_performance_measure/

### Additional information

_No response_
Repository: rust
Issue: Implicit calls to `deref` and `deref_mut` are a footgun with raw pointers
Labels: C-discussion

I tried this code (which models library code with invariants for all valid instances of A but without all the details):

```rust
use std::ops::Deref;
use std::mem::MaybeUninit;

struct A{
    b: MaybeUninit<B>,
}

struct B{
    field: String,
}

impl Deref for A {
    type Target = B;
    fn deref(&self)->&B{
        println!("Called deref!");
        // SAFETY
        // This deref is expected to be called only outside of the current module and field b is private
        // so as long as all instances of A have it initialized before being accessible outside,
        // this code is sound.
        unsafe {
            self.b.assume_init_ref()
        }
    }
}

// Note: while this is `main`, it is intended to show code that used for
// initialization of new instance of A. I omitted wrapping of A in a module
// and using separate factory method for brewity.
fn main() {
    let mut a: MaybeUninit<A> = MaybeUninit::uninit();
    unsafe {
        let p = a.as_ptr();
        // The only way to get pointer to field of pointee.
        let b_ptr = &raw const (*p).b;
        // However, it may cause unintended calls to a deref if we are not vigilant
        // and mistakenly type name of a field of a type our pointee dereferences to.
        let field_ptr = &raw const (*p).field;
    }
}
```

I expected to see this happen: this code should be rejected because it causes implicit calls to `Deref::deref` which assumes `*p` to be initialized.

Instead, this happened: code compiles and prints `Called deref!` when executed.

### Meta

`rustc --version --verbose`:
```
rustc 1.84.0-nightly (9322d183f 2024-10-14)
binary: rustc
commit-hash: 9322d183f45e0fd5a509820874cc5ff27744a479
commit-date: 2024-10-14
host: x86_64-unknown-linux-gnu
release: 1.84.0-nightly
LLVM version: 19.1.1
```
Repository: godot
Issue: Godot unresponsive - any and all windows related to the application
Labels: bug,topic:rendering,needs testing

### Tested versions
Issue has been consistent since 3.5 and is still occurring in 4.3 stable

### System information
Godot v4.3.stable - Windows 10.0.26100 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (NVIDIA; 32.0.15.6590) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)

### Issue description
extensive information given from my attempts at resolving the issue prior to this bug submission from the official godot forum: https://forum.godotengine.org/t/godot-unresponsive-bug/85785

### Steps to reproduce
Any time I launch the application, as well as any subsequent application windows
I recorded and uploaded an example of the issue: https://www.youtube.com/watch?v=kP_wSwQhNmI&t=63s

This only happens to godot. I have no other applications that this issue occurs for

### Minimal reproduction project (MRP)
This is not exclusive to any one project as it is the engine itself that's having an issue. I've already attempted downloading older versions as well as completely wiping all data relating to godot before re-downloading and relaunching.