sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: maxSurge for node draining or how to meet availability requirements when draining nodes by adding pods
Labels: sig/node,kind/feature,sig/apps,needs-triage

### What would you like to be added?

A way to drain nodes by adding more pods elsewhere to meet PodDisruptionBudgets.

### Why is this needed?

Currently, when there is a Deployment, it can be configured to have a `maxSurge` to avoid going under the amount of replicas the deployment requires while allowing for a new release to be rolled out. This parameter allows adding extra pods before subtracting the old ones so that the "replicas" number required is always met as a minimum,

This feature (to my knowledge) is only available when releasing new versions of an application, however when draining nodes this would be extremely useful.

Usual cluster maintenance is done by adding new nodes before removing old ones. This means all the pods in the node need to be evicted and there is usually space for one more of each of the old node in the new node. Current solutions such as the PodDisruptionBudget or Eviction API are trying to make sure that substracting pods from the current amount don´t break anything, however the possibility of temporarily having one extra pod of each deployment is not contemplated at the moment.

This request is asking for the ability to use a surplus of pods to meet all constraints for safe eviction.

Some side notes to stress the importance. Although when operating evictions on large workloads lack of PDBs or PDBs with minAvailable/maxUnavailable settings work fine. When moving deployments with 1 replicas or HPA controlled deployments that are currently scaled down enough the problem is aggravated and can only be solved through a few inefficient means, which is acerbated if node maintenance is done automatically (such as GKE, and other cloud services)

Just in case, this is a limitation that should only be counted against Deployments with `strategy.type=RollingUpdate`.

Ways to deal with this situation currently:

1. Have a `minReplicas`/`replicas` to `>1`, and a PDB with `maxUnavailable=1` when it's known that the autoscaler if in use, it's usually scaled on the lower end. Pros: There is no downtime, Cons: Waste of resources.
2. Do nothing, and deal with eventual downtimes. Pros: No waste of resources, Cons: There is downtime in the deployment
Repository: godot
Issue: `RenderingServer.create_local_rendering_device()` memory leaks
Labels: bug,topic:core,topic:rendering

### Godot version

v4.0.beta10.official

### System information

Debian GNU/Linux 11 (bullseye), Intel Core i3-8130U CPU, Mesa Intel UHD Graphics 620 (KBL GT2) 

### Issue description

Memory leaks occur while using `RenderingServer.create_local_rendering_device()`. Moreover, the engine crashes after creating many local rendering devices (even if this is done in a scoped environment, see below). If `rendering_device.free()` is called, the following warning appears: `drivers/vulkan/rendering_device_vulkan.cpp:8957 - 1 RID of type "<...>" was leaked.`, where `<...>` is any object, created with local rendering device (Shader, Texture, ...).

### Steps to reproduce

The following code reproduces the bug:

```gdscript
extends Node

func _ready() -> void:
    for step in range(199):  # 199 times are enogh to crash the engine on my system.
        create_lrd()
        print(step)

func create_lrd() -> void:
    var rd := RenderingServer.create_local_rendering_device()

    # If something is done with rd here, it remains in memory even upon
    # return from this function.

    #rd.free() # No memory leaks occur, but Vulkan warnings are printed.
    # this line also fixes crashes.
```

### Minimal reproduction project

[RDMemoryLeak.zip](https://github.com/godotengine/godot/files/10361424/RDMemoryLeak.zip)
Repository: vscode
Issue: Menus: improve rendering of (1) badge
Labels: under-discussion,menus

If a user has an update, or needs to login we show a badge on the activity bar icon. And we also update that menu entry to have `(1)` as the suffix.
When the user opens the menu with a badge - the item with the (1) suffix should be pre-selected.
If there are multiple, we should pre-select the first one.

I am not sure if this is possible with native menus.
Assigning first to @sbatten since I know he owns the menus

Slightly related - can we right align the (1) so it is easier to see?

Current behaviour on click:
![Screenshot 2023-01-06 at 17 13 04](https://user-images.githubusercontent.com/1926584/211052012-c5297221-eed4-4c31-b494-1f7e3a6ed50c.png)


What I would expect on click:
![Screenshot 2023-01-06 at 17 12 42](https://user-images.githubusercontent.com/1926584/211051944-312dc0c0-777d-4f49-96ec-5207257fa17c.png)

fyi @sandy081
Repository: pytorch
Issue: Better API for `torch.cov` (and `Tensor.cov`)
Labels: feature,triaged,module: python frontend

### 🚀 The feature, motivation and pitch

Currently, the `cov` computes the mean internally and there is no way to reduce the computation if the mean is pre-computed/known or required alongside the covariance.

Potential new API (in Python):

```py
x = torch.rand(4,4)
m = x.mean()
c = x.cov(mean=m) 
```

```py
x = torch.rand(4,4)
c, m = x.cov_and_mean()
```

### Alternatives

_No response_

### Additional context

[Doc](https://pytorch.org/docs/master/generated/torch.cov.html#torch.cov)

cc @albanD
Repository: vscode
Issue: In read only editor, screen reader cursor movement doesn't trigger line to be read
Labels: bug,accessibility,editor-core

With a screen reader on and screen reader mode enabled, Run `Terminal: Run Recent Command` and select the `Open output` button. 

A read only editor opens and the screen reader reads the first focused line, but none subsequent to that as I move the cursor


https://user-images.githubusercontent.com/29464607/211054568-69b929cd-554f-42a6-9745-c0c95bf749a2.mov
Repository: stable-diffusion-webui
Issue: [Bug]: Image metadata lost when using Send-to button
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?

automatic embedds pnginfo / exif into saved images (if enabled), but that feature is somewhat broken as switching between different modules overwrites metadata created by previous module.
for example, **txt2img** will create & save params, but then running upscaling in **extras** will register upscaling info while original params are lost.

i've tried to fix that by recreating exif metadata by force in two different prs (#6313 and #6176), but that is the wrong method

diggiging further:

- all modules first try to correctly set *existing* metadata by looking up `image.info` - that part is good  
- only place where `image.info` is set is in `processing.py` and its set correctly  
- `image.info` received by `extras.py:run_extras()` is **always empty**, so there is nothing to work with  
- `init_image.info` received by `img2img.py:img2img()` is also blank  

why?
i tried to follow it, but there are a lot of wrapped functions and gradio calls that abstract that  

note that if each module is used by loading image from file, there are no problems!  
`image.info` is populated during file read and correctly used by `img2img` and `extras`

the issue is limited to **send to 'tab'** buttons

issue is not visible when using **txt2img** -> **img2img** since text params are sent explicitly, but actual `image.info` is equally bad.
**extras** dont have such explicit params field and rely purely on `image.info` so they are broken


### Steps to reproduce the problem

use **txt2img** -> send to extras -> run upscale or anything -> save image.
image will have only extras field in metadata, al previous data is lost

### What should have happened?

existing metadata should remain

### Commit where the problem happens

874b975bf8438b2b5ee6d8540d63b2e2da6b8dbd

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

Windows, Linux

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

Google Chrome, Microsoft Edge

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: go
Issue: cmd/go: go help packages is out of date
Labels: Documentation,help wanted,NeedsFix,modules

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.20-119f679a3b Thu Jan 5 19:33:00 2023 +0000 linux/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

N/A

### What did you do?

```
go help packages
```



### What did you expect to see?

Documentation explaining how to specify package paths in the usual mode that the go command is used (module mode).

### What did you see instead?

Paragraphs like this, which apply only in GOPATH mode 
with apparently no explanation of what the behaviour is in module mode:

> Otherwise, the import path P denotes the package found in
> the directory DIR/src/P for some DIR listed in the GOPATH
> environment variable (For more details see: 'go help gopath').

> - "all" expands to all packages found in all the GOPATH
> trees. For example, 'go list all' lists all the packages on the local
> system. When using modules, "all" expands to all packages in
> the main module and their dependencies, including dependencies
> needed by tests of any of those.

> An import path is a pattern if it includes one or more "..." wildcards,
> each of which can match any string, including the empty string and
> strings containing slashes. Such a pattern expands to all package
> directories found in the GOPATH trees with names matching the
> patterns.

Looks like an update is needed.
Repository: flutter
Issue: iOS FlutterPluginRegistrar messenger should be a property
Labels: platform-ios,engine,P3,team-ios,triaged-ios

The iOS FlutterPluginRegistrar has a `messenger` method, which in modern ObjC should actually be a read-only property. When I wrote the macOS version, I made it a property since it was new code, so was written in modern style. I thought that difference would be irrelevant.

Unfortunately it turns out that while it doesn't matter for ObjC clients, it does for Swift, leading to code like this in Swift plugins that are shared between iOS and macOS:

```
#if os(iOS)
    let messenger = registrar.messenger()
#else
    let messenger = registrar.messenger
#endif
```

They should both be properties, but just changing it would break all existing iOS plugins which is obviously not something we want to do. We need to see if we can find a reasonable way to update it in a backward-compatible way (e.g., maybe we can do something tricky with a no-op superclass that declares it the other way, and code can migrate toward using the superclass?
Repository: stable-diffusion-webui
Issue: [Security] [Feature Request]: File URI security and simplification.
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 file-view URI's, omit the obvious...  ;-)

I have a couple of other "things" I want to suggest/take a look at in the coming time, and this actually kind of sets the stage in a few ways.

When loading a rendered image, the path takes the form of `{host}(:{port})/file={full_file_path}`, the `full_file_path` includes everything from system root, up to the webui root, and subsequently images directory.  This is not only redundant, but also a security concern, as anyone who has access to the WebUI can gain knowledge into the layout of the underlying file system.

There is a LOT there that is identical to each file, and therefore unnecessary.  Additionally, most of that path is already known by the backend, so passing it from user-space is unnecessary.

As such, I propose the following:

### Proposed workflow

1. Re-structure the URI and subsequent back-end processing to take a `hint` and relative file path.  
    Eg: `127.0.0.1:7860/file=Q:/stable-diffusion-webui/outputs/img2img/file.png`
    Becomes: `127.0.0.1:7860/file=img2img/file.png`
2. The server sees `img2img` and auto-fills the remainder (if it sees a hint that does NOT exist, it fails).
3. Back-end verification of ownership and location can continue as it currently does (I did check for directory traversal, and was encouraged to see that that was prevented).

### Additional information

Side-effect for a future date:

This would allow for instancing of image dirs, ie: If there is a user mechanism in the future, the path `img2img/file.png` leaks no information, and the backend can auto-expand it to an `img2img` sub-directory such as `Q:/stable-diffusion-webui/outputs/img2img/{username}/file.png` and validate accordingly, allowing for some cross-user privacy. *(this is actually my primary request, but, baby-steps)*
Repository: PowerToys
Issue: PowerToys Run does not search files within OneDrive
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.66.0

### Installation method

GitHub

### Running as admin

No

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Enable OneDrive files on demand

Search for files within OneDrive folder  that are not on local device

### ✔️ Expected Behavior

Find OneDrive files from PowerToys Run

### ❌ Actual Behavior

Unable to find OneDrive files

### Other Software

_No response_
Repository: stable-diffusion-webui
Issue: [Bug]: Latest updates breaks model merging
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?

As of the updates two days ago, I am completely unable to merge models now. Before, I could run off and test stuff all day without an issue. More over, as it appears to be giving me an OOM error, I've been monitoring my VRAM, and finding that the memory usage doesn't even move. It's as if it doesn't allocate it at all. Looking at the error, it seems to be a CPU/RAM issue? But that doesn't seem to move either.

`Merging...
 18%|████████████████▎                                                                         | 331/1831 [00:01<00:08, 175.52it/s]
Error loading/saving model file:
Traceback (most recent call last):
  File "F:\Downloads\Stable Diffusion\A1 SD\stable-diffusion-webui\modules\ui.py", line 1731, in modelmerger
    results = modules.extras.run_modelmerger(*args)
  File "F:\Downloads\Stable Diffusion\A1 SD\stable-diffusion-webui\modules\extras.py", line 321, in run_modelmerger
    theta_0[key] = theta_func2(a, b, multiplier)
  File "F:\Downloads\Stable Diffusion\A1 SD\stable-diffusion-webui\modules\extras.py", line 256, in weighted_sum
    return ((1 - alpha) * theta0) + (alpha * theta1)
RuntimeError: [enforce fail at ..\c10\core\impl\alloc_cpu.cpp:81] data. DefaultCPUAllocator: not enough memory: you tried to allocate 4718592 bytes.`

![Taskmgr_B1DUUwQHSI](https://user-images.githubusercontent.com/7834910/211065632-2560d702-1114-4603-9f83-9ddf2881b51b.png)

I'm running a 3080 on W10 and have had no issues until these last couple days of commits.

### Steps to reproduce the problem

1. Go to checkpoint merger
2. Line up your models any way you please (saving as ckpt or safetensor doesn't seem to make a difference, nor does saving it as f16 or f32)
3. Press run
4. Don't profit

### What should have happened?

Received bacon.

### Commit where the problem happens

874b975bf8438b2b5ee6d8540d63b2e2da6b8dbd

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

Windows

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

Mozilla Firefox

### Command Line Arguments

```Shell
--xformers --opt-split-attention --medvram --vae-path "models/Stable-diffusion/Vae Weights/MSESharpening.vae.pt"
```


### Additional information, context and logs

_No response_
Repository: vscode
Issue: Cannot paste full file paths after copying file from file explorer on Linux
Labels: bug,linux

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- VS Code Version: 1.74.2
- OS Version: Linux x64 4.15.0-74-generic

I've had the same problem as [issue #146770](https://github.com/microsoft/vscode/issues/146770) which has been locked and still does not seem to have a fix at least for Linux. I cannot paste full file paths of files that are copied from the file explorer when several months ago I was able to. Only the file name is pasted rather than the full file path.

Steps to Reproduce:

1. Copy file or folder from Linux filer explorer
2. Paste into VS terminal or file open in VS code
Repository: PowerToys
Issue: PWA apps not showing up in running process result
Labels: Issue-Bug,Product-PowerToys Run,Needs-Repro

### Microsoft PowerToys version

0.66

### Installation method

GitHub

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Talking with [Russell Smith](https://twitter.com/smithrussell), he was mentioning he would have a PWA installed and running (He referenced mirror) but when trying to go back to the running instance when typing mirror, it wasn't showing that instance.

Crutkas (me) has not verified this behavior.   When thinking about how everything works, two thoughts are a PWA maybe is pulling the process name (Edge, not mirror.exe or something) OR the mirror app itself's title doesn't include "mirror" so it cannot be found.

### ✔️ Expected Behavior

Shows up in Window Walker results

### ❌ Actual Behavior

Only program plugin returns a result.

### Other Software

_No response_
Repository: rust
Issue: Iterator::max with reference-type items cannot leverage SIMD instructions, resulting in low performance
Labels: A-LLVM,I-slow,C-enhancement,T-compiler

When manipulating array of numbers, it is pretty common to have to find the min/max/sum/... of it. While discussing about internals with fellow developers, someone pointed out that the C# max method leverages SIMD. By curiosity I checked for both C++ and Rust.

My findings are as follow:
- LLVM is able to auto vectorize this kind of stuff
- the C++ STL max_element function leverages that
- my custom implementation is able to leverages that
- the Rust Iter functions (max, min) cannot

This last bullet is due to the fact that the implementation does not expect the type to implement the Copy trait, and operates over references, and not actual type of the array.

```Rust
let my_array = (0..ITEM_COUNT).collect::<Vec<_>>();

// This is slow
#[inline(never)]
pub fn stdlib_max<T: Ord + Copy>(a: &[T]) -> Option<T> {
    a.iter().max().copied()
}

// This is fast
#[inline(never)]
pub fn custom_max<T: Ord + Copy>(a: &[T]) -> Option<T> {
    let first = *a.first()?;
    Some(a.iter().fold(first, |x, y| std::cmp::max(x, *y)))
}
```

=> Still, as an end user, I would have expected that the "rust way" to do the thing (with iterator) would be optimal, and it is not.

I link a small repository with a sample and bench pointing the issue:

[https://github.com/jfaixo/rust-max-bench]

For finding the max of a `[i32; 100_000]` array :

```bash
❯ rustc -vV
rustc 1.68.0-nightly (388538fc9 2023-01-05)
binary: rustc
commit-hash: 388538fc963e07a94e3fc3ac8948627fd2d28d29
commit-date: 2023-01-05
host: x86_64-unknown-linux-gnu
release: 1.68.0-nightly
LLVM version: 15.0.6

❯ cargo bench
    Finished bench [optimized] target(s) in 0.00s
     Running unittests src/lib.rs (target/release/deps/rust_max_bench-a5d988f9520f9dde)

running 0 tests

test result: ok. 0 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.00s

     Running benches/bench.rs (target/release/deps/bench-cf556ddbd1b864fb)

running 3 tests
test custom    ... bench:       8,052 ns/iter (+/- 385)
test itertools ... bench:      94,027 ns/iter (+/- 816)
test stdlib    ... bench:      94,477 ns/iter (+/- 1,545)

test result: ok. 0 passed; 0 failed; 0 ignored; 3 measured; 0 filtered out; finished in 2.40s
```
Repository: stable-diffusion-webui
Issue: [Feature Request]: show all image progress for batch size>1 and medvram
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 ?

running the UI without --medvram shows all image progress in a grid while iterating in txt2img.
with the new "Image creation progress preview mode" option approx cheap/nn progress preview modes it could be done for --medvram too.

### Proposed workflow

set batch size >1 at txt2img
set "Image creation progress preview mode" to approx cheap or approx nn mode
generate!  and watch all the images progressing in a grid.

### Additional information

_No response_
Repository: PowerToys
Issue: Tray icon tooltip with assigned shortcuts
Labels: Idea-Enhancement,Area-Flyout

### Description of the new feature / enhancement

I am using PowerToys and I have set some shortcuts for some of the tools I thought I'd use when I installed it. It is easy to remember the ones I used frequently, the for the less used ones, I need to open the settings and scan for the shortcut.

Today, there is no hover tooltip on the PowerToys tray icon. It would be nice if hovering on that icon, the program would show a tooltip with the list of active shortcut key combinations.

### Scenario when this would be used?

This makes it much easier to use less frequently used tools and also serve as a reminder of what power tools are active.

### Supporting information

_No response_
Repository: godot
Issue: Cannot close game in web editor if you press close before the game loads
Labels: bug,platform:web,topic:editor

### Godot version

`v3.5.1.stable.official [6fed1ffa3]`

### System information

Chrome 107.0.5304.110 (Official Build) (64-bit) on ChromeOS 15117.111.0 (Official Build) stable-channel octopus

### Issue description

When attempting to close a game in the web editor before it finishes loading, the game will be stuck in its first frame. It no longer updates or responds to any input, and it cannot be closed. This prevents running the game until the entire page is reloaded.

### Steps to reproduce

1. Create or open a project on the web editor
2. Start the game
3. Immediately try to close (easier the larger your project is)
4. Keep trying to close

### Minimal reproduction project

n/a