sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Re-think volumezone plugin
Labels: kind/bug,sig/scheduling,sig/storage,triage/accepted

Recently came across this code:

https://github.com/kubernetes/kubernetes/blob/53636bc7806d6e4fa1e9a4824d04779d0c4cde39/pkg/scheduler/framework/plugins/volumezone/volume_zone.go#L220-L224

The code meant to say: if a Node doesn't have the following topology labels

https://github.com/kubernetes/kubernetes/blob/8d18ae6fc245deb68534cab608056c5aae9160bd/pkg/scheduler/framework/plugins/volumezone/volume_zone.go#L79-L84

it can still fit a Pod even if the Pod's requesting PV (via PVC binding) has topology info. Well, this doesn't look quite right to me if we read the PV's topology info a "hard scheduling requirement". IMO, we should skip the check on Node's labels; instead, leave it to latter `podPVTopologies` check. So in this way, any non-empty `podPVTopologies` will be evaluated, and hence only Nodes matching the PV's topology can be candidates for scheduling. Otherwise, in an environment that partial Nodes are not properly labelled (with topology info), it will cause unexpected behavior: a Pod scheduled to a Node that PV is not accessible, and hence ends up with a runtime error.
Repository: next.js
Issue: Use webpack transform on nextjs app directory?
Labels: Webpack

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.4.0: Mon Mar  6 20:59:58 PST 2023; root:xnu-8796.101.5~3/RELEASE_ARM64_T6020
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.4.3-canary.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.0.4
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/robert-j-webb/markdoc-starter

### To Reproduce

1. Put a  console.log statement in the `node_modules/@markdoc/next.js/src/loader.js` path, in the `load` function for `console.log(this.resourcePath);`
2. Run with full stack debug mode (I included a launch.json in the repo)
3. Observe the resource path is `~/markdoc-starter/pages/index.md`

Next, delete the `/pages` directory entirely and restart. Notice how the plugin no longer triggers it's console.log

### Describe the Bug

Hi, I'm trying to update the markdoc plugin for the app directory, however, I'm not seeing it run on the `/app` directory, which I'm not sure why. Instead, it seems to be targeting the `/pages` directory. Here is my [code reproduction](https://github.com/robert-j-webb/markdoc-starter)

Here's the plugin code: [Markdoc next.js plugin repo](https://github.com/markdoc/markdoc-starter) 

According to the [srcDir](https://nextjs.org/docs/pages/building-your-application/configuring/src-directory) doc -I should be able to see execution running if I'm using `/app`


I'm not sure this is supported at all - but is there any reason why webpack wouldn't be running on the `/app` directory and is instead choosing only the `/pages` dir? Or do I simply have a messed up config here?

### Expected Behavior

I would like the plugin to look through the `/app` directory if it's present.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Can't create a shader global of NoiseTexture2D
Labels: bug,needs testing,topic:shaders

### Godot version

4.0.2 stable 

### System information

Mac OS X M1 Max

### Issue description

It looks like it's not possible to create a Sampler2D + NoiseTexture2D + FastNoise shader Global in Godot. It can be added in the interface but it's never accessible and is then cleared from the project if you close and re-open it.

### Steps to reproduce

1. Go to Shader globals
2. Create a Sampler2D shader global
3. Create a NoiseTexture2D
4. Create a FastNoise lite value in the interface for the noiseTexture2D

Results:
1. You will continue to see the NoiseTexture2D with no issues
2. Accessing it in runtime using `ProjectSettings.get_setting("shader_globals/heightmap")` you will see that you get `{ "type": "sampler2D", "value": "" }`, the value is empty(!).
3. Quit the project, saving everything, and reopen, the added shader global is now completely missing from the project.

### Minimal reproduction project

I can't create a project because this state cannot be saved. I can see that it actually has two shader globals in the project that are missing their value and don't show up in the shader global UI either. 

[project.godot.zip](https://github.com/godotengine/godot/files/11467949/project.godot.zip)
Repository: electron
Issue: [Feature Request]: Ability to discard `WebContents`
Labels: enhancement :sparkles:,component/webcontents

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Sometimes, apps have multiple `WebContents`, some of which aren't used currently but still need to have the state saved in memory, similarly to how Chrome's [Memory Saver](https://support.google.com/chrome/answer/12929150?hl=en#zippy=%2Cturn-memory-saver-on-or-off) works.
Also, in general, it's useful to pause the renderer's work when the user isn't using it for a long period of time or when system resources are limited.

However, if a user doesn't close the app, then they might have some unsaved data that they shouldn't lose for the sake of performance.

### Proposed Solution

Add a `contents.discard()` and `contents.load()` methods for discarding and loading the `WebContents`.

Optionally, you could also pass in an object with options
`contents.discard(options)`
* `options` Object (optional)
  * `reason` string - can be `'external'`, `'urgent'` or `'proactive'`, see [here](https://source.chromium.org/chromium/chromium/src/+/refs/heads/main:chrome/browser/resource_coordinator/lifecycle_unit_state.mojom;drc=b18d59d36ac77ddf968b6e3452109e67471ee38f;l=56)
 
The default value would be `'proactive'`. Although I'm not that familiar with how tab discards work in Chromium so I don't know whether the `reason` property would have any significance.

### Alternatives Considered

`contents.forcefullyCrashRenderer` or anything like that will clear the contents' memory which will cause the user to lose data.

### Additional Information

Maybe instead of using tab discards, we should use [tab freezes](https://chromium.googlesource.com/chromium/src/+/HEAD/chrome/browser/performance_manager/docs/freezing_opt_out_opt_in.md)? That will have a similar effect with reducing the load on the system while being less destructive. I didn't mention it anywhere else because it seems like this isn't yet supported in Chromium on desktop.

Obviously, `WebContents` would have `contents.freeze()` and `contents.unfreeze()` methods.
Repository: rust
Issue: Combining place projections in MIR makes codegen forget that NonNull is nonnull
Labels: A-LLVM,A-codegen,A-MIR

In https://github.com/rust-lang/rust/pull/105808 I am adding a hack to prevent combining place projections where one of assignments that would be optimized away contains a niche. This is because optimizing `Vec::as_ptr` to a single MIR statement that just loads the underlying `*const T` makes us lose the `nonnull` LLVM attribute in codegen.

(I am opening this issue early so I can link to it in the PR)
Repository: pytorch
Issue: Speed when installing from source is very low with CUDA 11
Labels: needs reproduction,module: performance,module: build,module: cuda,triaged

### 🐛 Describe the bug

Hello!

I have a performance issue as I am trying to build PyTorch 1.12 with CUDA 11.3 and CUDNN 8.2 from source.
Although the compilation is successful, running anything, especially with CUDNN is much slower compared to installing from source.

Here is a minimal example:
```

import torch
import time 

layer = torch.nn.BatchNorm2d(64).cuda()
input = torch.randn(4, 64, 112, 112).cuda()
for j in range(100):
   start = time.time()
   for i in range(100):
       output = layer(input)
   print(f"It took {time.time()-start} sec")
```

Option 1: 
* install with: `pip install torch==1.12.1+cu113 torchvision==0.13.1+cu113 torchaudio==0.12.1 --extra-index-url https://download.pytorch.org/whl/cu113 `
* time: 5.2 ms


Option 2:
* install from [source](https://github.com/pytorch/pytorch/tree/v1.12.1)
* time: 44 ms


I am wondering why there is so much difference in performance. Thank you!

### Versions

v.1.12.1

cc @malfet @seemethere @ngimel
Repository: neovim
Issue: inconsistent behavior: a over long floating window title gets truncated from the right side
Labels: enhancement,floatwin

### Problem

hi folks, currently when the title of a float win is longer than the window width, it gets truncated from the right side, and this behavior suprises me, because from my past experience, &winbar and tabpage title in &tabline truncate the text from the left side.

my usecase is that: i have a file browser plugin that shows files under a directory in a float window, and i name the title of that window using the absolute path of that directory. that's said the right most part of the path is most important to me.
![0e22cc52-f15c-11ed-b934-54b203702c9c](https://github.com/neovim/neovim/assets/6236829/20f46bf7-feee-4f39-ac13-056d75498bc3)



i surely can handle this by myself by cheking the length of title and window's width, but i think it's still worth to consider making nvim be consistent across its UI.

(i asked this in the matrix room weeks ago, and got answered from glepnir, but i failed to find an issue that tracks other thoughts on this, sorry if there is one already)

### Expected behavior

a over long float window title gets truncated from the left side
Repository: next.js
Issue: NextJS 13 unused client component increases First Load JS size (tree shaking not working for client component)
Labels: linear: next

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.1.0: Sun Oct  9 20:15:09 PDT 2022; root:xnu-8792.41.9~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 18.15.0
      npm: 9.5.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.4.2
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 4.9.5
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true)

### Link to the code that reproduces this issue

https://github.com/TrustyTechSG/tree-shaking

### To Reproduce

**File structure as below:**
app/components/ComponenA.js
app/components/ComponentB.js (is client component "use client")
app/components/index.js
app/page.js
app/layout.js

**components/index.js re-export ComponentA and ComponentB.**
```
export * from "./ComponentA";
export * from "./ComponentB";
```

Only use componentA in page.js
`import { ComponentA } from "./components";`



### Describe the Bug

ComponentB is not used, but it still increases First load JS size.

Before add ComponentB
![image](https://github.com/vercel/next.js/assets/36871034/a2fa2470-4644-411a-958b-aae33f78e6a8)

After add export * from "./ComponentB" to app/components/index.js
![image](https://github.com/vercel/next.js/assets/36871034/43d3a8e3-0781-442c-8db2-20c2e17c13d7)


### Expected Behavior

Tree shaking ComponentB, it should not effect the First load JS size.

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

<sub>[NEXT-1799](https://linear.app/vercel/issue/NEXT-1799/nextjs-13-unused-client-component-increases-first-load-js-size-tree)</sub>
Repository: godot
Issue: NETWORK_COMMAND_SIMPLIFY_PATH received before client created/loaded scene with 'MultiplayerSpawner' nodes
Labels: bug,topic:network,topic:multiplayer

### Godot version

4.0 stable

### System information

Windows 10, GeForce RTX 3080, Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz

### Issue description

If clients connects some time after server created MultiplayerSpawner nodes, then, on client connection, server sends NETWORK_COMMAND_SIMPLIFY_PATH to client before client had a chance to create those nodes. 
This results in errors that cached nodes could not be found and no synchronization happens on client side.

Expected behaviour: give a chance to client to create nodes (load its level) and then notify it with NETWORK_COMMAND_SIMPLIFY_PATH. ( Maybe multiplayer.peer_connected should have a retrun like: do_client_path_simplification_automatically, and then on demand call it manually)

### Steps to reproduce
I've edited Bomber demo to allow client join after game has started. See it below.
Start 2 instances.

1. Host a game
2. Start game
3. On second instance join to game
4. Observe in console errors

[multiplayer_bomber.zip](https://github.com/godotengine/godot/files/11469337/multiplayer_bomber.zip)


### Minimal reproduction project


[multiplayer_bomber.zip](https://github.com/godotengine/godot/files/11469337/multiplayer_bomber.zip)
Repository: pytorch
Issue: Functions for Calculating Skewness and Kurtosis 
Labels: feature,triaged,module: reductions

### 🚀 The feature, motivation and pitch

I was working on a ML project recently involving statistical descriptors. Usually, I try to stick to torch functions(e.g- torch.mean() etc) but I was unable to find anything for skewness and kurtosis. I was looking for something similar to scipy.stats skew and kurtosis functions.

### Alternatives

For now, I have used scipy.stats.skew() and scipy.stats.kurtosis()

### Additional context

_No response_
Repository: storybook
Issue: [Feature Request]: Use Angular with esbuild and vite
Labels: feature request,angular

### Describe the bug

Why I can not use vite with Storybook Angular, Angular v16 is surport with Vite

### To Reproduce

_No response_

### System

_No response_

### Additional context

_No response_
Repository: neovim
Issue: UI protocol: forward information about winbar and other window grid widgets
Labels: enhancement,ui-extensibility,statusline

### Problem

The winbar is currently sent as part of the main window. This makes it impossible to implement smooth scrolling using the ui protocol when Winbar is enabled. The winbar should stay in place when scrolling, but we don't know which lines are affected, so it would scroll with the rest of the window, and then finally probably snap into the right location when the screen is updated.

For more information see some of the reports in my PR for Neovide here https://github.com/neovide/neovide/pull/1790

### Expected behavior

If winbar had its own window id, like all the other windows, like tabbars, status bars, command line and so on this would not be a problem.
Repository: TypeScript
Issue: Error when destructuring deep nested object with literal initializers as fallback
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

- destructuring
- nested
- literal initializer

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about https://github.com/microsoft/TypeScript/issues/26235

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ts=5.1.0-beta#code/JYOwLgpgTgZghgYwgAgApQPYAcDOyDeAUMsqCNAPIBGAVhAmAPwBcBxJpI5U1dDATCzYcOIOAFsIQnGCigA5gG52IiOLjAANtNkLlIgL7sDyo4QD055AHcMIAORhkmiE7GTkcEABNkajZrI3hDwAK6aTmAYyKE+IaAQ3hZWAJIgwGDAcJrAAF7QyFiYAG7AwXgg0cXZoSgwGFDIYAAWwHhUoN4Kfi6S4J4+Tc0oHT7dEL0Q-c1wFdHBYRHI1Zq1AHTIhBAAHlgNTgh2MsjkMokAIhAyUKEMoVAQAIzIALzIABRF2Dis6N8AlK8AHzCZCHEDHIgiMiUWj0MCsKEiEgwnhwgSIk4SCAAGj86i0yAMrwIRkMJPwZKJJK+uH0YKOGBca00GHk73cuPxAX+pmUhGSyAAQqFIq08IgwKFspoAJ42BoAaxwW12+wZELcV0g3ku11uUoe-BJn0wuF+ZpwgJeIKR4MhKk43F48MRjo4qJdAkdxLelOMNMt-JI9qc+Cxkjx-kJvqdsL4YGNjEYpP07HtTIgLLZHOxUYJml5hBMQA)

### 💻 Code

```ts
interface Props {
  innerObject?: {
    innerObject2?: {
      name?: string;
      email?: string;
    }
  };
}

// won't let name and email default to undefined
// Initializer provides no value for this binding element and the binding element has no default value. 
export const nestedDestructure1 = (props: Props) => {
  const {
    innerObject: {
       innerObject2: { name, email } = {}
    } = {}
  } = props;
  console.log(name, email);
};
```

### 🙁 Actual behavior

```
Initializer provides no value for this binding element and the binding element has no default value.(2525)
```

### 🙂 Expected behavior

`name` and `email` default to `undefined` and has type `string | undefined`
Repository: go
Issue: x/pkgsite: document links extraction feature
Labels: Documentation,NeedsInvestigation,pkgsite

### What is the URL of the page with the issue?

https://pkg.go.dev/modernc.org/fsm@v1.1.2


### What did you do?

See a `Links` section in the package godoc https://gitlab.com/cznic/fsm/-/blob/v1.1.2/nfa.go#L20

### What did you expect to see?

Links section in the rendered documentation

### What did you see instead?

No links and no sidebar

### Additional Info

This was reported in slack: https://gophers.slack.com/archives/C0166L4QGJV/p1682761965985609

[CL 274958](https://go.dev/cl/274958) added support for extracting links to show in the sidebar as part of #42968 .
But it's not really documented anywhere
and it silently drops the entire section if the format doesn't match
Repository: stable-diffusion-webui
Issue: [Bug]: 1.2.0 webui.bat unable to create venv
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?

the venv is created without pip so the libraries cannot be installed

### Steps to reproduce the problem

1. open  webui.bat

### What should have happened?

install the libraries

### Commit where the problem happens

1.2.0

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

Windows

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

_No response_

### Command Line Arguments

```Shell
no
```


### List of extensions

no

### Console logs

```Shell
venv "D:\StableDiffusion(2)\stable-diffusion-webui-master\venv\Scripts\Python.exe"
Python 3.10.6 (tags/v3.10.6:9c7b4bd, Aug  1 2022, 21:53:49) [MSC v.1932 64 bit (AMD64)]
Version: <none>
Commit hash: <none>
Installing torch and torchvision
D:\StableDiffusion(2)\stable-diffusion-webui-master\venv\Scripts\python.exe: No module named pip
Traceback (most recent call last):
  File "D:\StableDiffusion(2)\stable-diffusion-webui-master\launch.py", line 369, in <module>
    prepare_environment()
  File "D:\StableDiffusion(2)\stable-diffusion-webui-master\launch.py", line 271, in prepare_environment
    run(f'"{python}" -m {torch_command}', "Installing torch and torchvision", "Couldn't install torch", live=True)
  File "D:\StableDiffusion(2)\stable-diffusion-webui-master\launch.py", line 95, in run
    raise RuntimeError(f"""{errdesc or 'Error running command'}.
RuntimeError: Couldn't install torch.
Command: "D:\StableDiffusion(2)\stable-diffusion-webui-master\venv\Scripts\python.exe" -m pip install torch==2.0.1 torchvision==0.15.2 --extra-index-url https://download.pytorch.org/whl/cu118
Error code: 1
```


### Additional information

_No response_
Repository: PowerToys
Issue: [keyboardmanager] add custom name field next to remappings
Labels: Needs-Triage

### Description of the new feature / enhancement

Such field as I added in this image (blue box), where users can enter custom Text to name their remappings (to easier distinguish what each one is):

![grafik](https://github.com/microsoft/PowerToys/assets/20766261/c5226158-8873-4550-87d9-a79a38002f7e)


### Scenario when this would be used?

For all users who want to edit their remapping, for easier distinguishing of the purpose of each. Especially for users who have several remappings. Important for my workflow when I am optimizing my remappings from time to time and find keys that are better suited for some task on my multimedia keyboard.

### Supporting information

Currently it just looks like this: 
![grafik](https://github.com/microsoft/PowerToys/assets/20766261/8a6258a1-6bdb-4860-8e98-94c0be83c81e)
Repository: go
Issue: testing: support underscore separators in -benchtime counts
Labels: NeedsDecision

<!-- Please answer these questions before submitting your issue. Thanks! -->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version devel go1.21-91b8cc0dfa Sat May 13 00:22:50 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`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=''
GOARCH='amd64'
GOBIN=''
GOCACHE='/home/mvdan/.cache/go-build'
GOENV='/home/mvdan/.config/go/env'
GOEXE=''
GOEXPERIMENT=''
GOFLAGS=''
GOHOSTARCH='amd64'
GOHOSTOS='linux'
GOINSECURE=''
GOMODCACHE='/home/mvdan/go/pkg/mod'
GONOPROXY='github.com/cue-unity'
GONOSUMDB='github.com/cue-unity'
GOOS='linux'
GOPATH='/home/mvdan/go'
GOPRIVATE='github.com/cue-unity'
GOPROXY='https://proxy.golang.org,direct'
GOROOT='/home/mvdan/tip'
GOSUMDB='sum.golang.org'
GOTMPDIR=''
GOTOOLDIR='/home/mvdan/tip/pkg/tool/linux_amd64'
GOVCS=''
GOVERSION='devel go1.21-91b8cc0dfa Sat May 13 00:22:50 2023 +0000'
GCCGO='gccgo'
GOAMD64='v3'
AR='ar'
CC='gcc'
CXX='g++'
CGO_ENABLED='1'
GOMOD='/dev/null'
GOWORK=''
CGO_CFLAGS='-O2 -g'
CGO_CPPFLAGS=''
CGO_CXXFLAGS='-O2 -g'
CGO_FFLAGS='-O2 -g'
CGO_LDFLAGS='-O2 -g'
PKG_CONFIG='pkg-config'
GOGCCFLAGS='-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=/tmp/go-build1112140393=/tmp/go-build -gno-record-gcc-switches'
GOROOT/bin/go version: go version devel go1.21-91b8cc0dfa Sat May 13 00:22:50 2023 +0000 linux/amd64
GOROOT/bin/go tool compile -V: compile version devel go1.21-91b8cc0dfa Sat May 13 00:22:50 2023 +0000
uname -sr: Linux 6.3.1-arch2-1
LSB Version:	n/a
Distributor ID:	Arch
Description:	Arch Linux
Release:	rolling
Codename:	n/a
/usr/lib/libc.so.6: GNU C Library (GNU libc) stable release version 2.37.
gdb --version: GNU gdb (GDB) 13.1
</pre></details>

### What did you do?

`go test -bench=. -benchtime=40_000x`, because I found that easier to read than `-benchtime=40000x` .

### What did you expect to see?

It should work the same with or without underscores, like numeric literals in Go code.

### What did you see instead?

> invalid value "40_000x" for flag -test.benchtime: invalid count

This appears to be because we call `strconv.ParseInt` with `base = 10`, and the API is documented to only support underscore separators with `base = 0`. Slightly unfortunate if we don't want to support other bases like `-benchtime=0x123`, but I guess they're not harmful either.