sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: kubernetes
Issue: Cannot use client-go's fake client with Gateway API objects
Labels: kind/bug,sig/api-machinery,triage/accepted

### What happened?

I'm trying to work with [Gateway API](https://github.com/kubernetes-sigs/gateway-api/) fake objects by doing the following:

```
package x

import (
	"testing"

	"github.com/stretchr/testify/require"
	"k8s.io/client-go/kubernetes/fake"
	clientsetscheme "k8s.io/client-go/kubernetes/scheme"
	gatewayv1beta1 "sigs.k8s.io/gateway-api/apis/v1beta1"
	gatewayscheme "sigs.k8s.io/gateway-api/pkg/client/clientset/versioned/scheme"
)

func TestGatewayFake(t *testing.T) {
	require.NoError(t, gatewayscheme.AddToScheme(clientsetscheme.Scheme))

	_ = fake.NewSimpleClientset(&gatewayv1beta1.Gateway{})
}
```

but that doesn't work, i.e. I get this:

```
panic: no kind is registered for the type v1beta1.Gateway in scheme "pkg/runtime/scheme.go:100" [recovered]
        panic: no kind is registered for the type v1beta1.Gateway in scheme "pkg/runtime/scheme.go:100"
```

What would work is 

```
package x

import (
	"testing"

	"github.com/stretchr/testify/require"
	"k8s.io/client-go/kubernetes/fake"
	gatewayv1beta1 "sigs.k8s.io/gateway-api/apis/v1beta1"
	gatewayscheme "sigs.k8s.io/gateway-api/pkg/client/clientset/versioned/scheme"
)

func TestGatewayFake(t *testing.T) {
	require.NoError(t, gatewayscheme.AddToScheme(fake.Scheme)) // <- this is not possible currently.

	_ = fake.NewSimpleClientset(&gatewayv1beta1.Gateway{})
}
```

with the twist that the `Scheme` in `client-go`'s `fake` package gets exported.

I was suggested to create an issue in this repo as `client-go` might get overlooked and not triaged.

Related #sig-api-machinery thread: https://kubernetes.slack.com/archives/C0EG7JC6T/p1676125039126589

### What did you expect to happen?

Fake object to work with client-go

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

```
package x

import (
	"testing"

	"github.com/stretchr/testify/require"
	"k8s.io/client-go/kubernetes/fake"
	clientsetscheme "k8s.io/client-go/kubernetes/scheme"
	gatewayv1beta1 "sigs.k8s.io/gateway-api/apis/v1beta1"
	gatewayscheme "sigs.k8s.io/gateway-api/pkg/client/clientset/versioned/scheme"
)

func TestGatewayFake(t *testing.T) {
	require.NoError(t, gatewayscheme.AddToScheme(clientsetscheme.Scheme))

	_ = fake.NewSimpleClientset(&gatewayv1beta1.Gateway{})
}
```

### Anything else we need to know?

_No response_

### Kubernetes version

N/A

### Cloud provider

N/A

### 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)

_No response_
Repository: vscode
Issue: Markdown: wrong unexpected Bracket in bash code block
Labels: bug,markdown,grammar

~~~
```bash
grub-install --target=x86_64-efi --efi-directory=/boot --bootloader-id=(ID)
```
~~~

![image](https://user-images.githubusercontent.com/65082432/222736345-b494f3db-3037-45e3-b579-c86da6335724.png)

It tells me that there is an unexpected Bracket, but there is None

If I change it to:

~~~
```bash
grub-install --target=x86_64-efi --efi-directory=/boot bootloader-id=(ID)
```
~~~

there will be no red bracket
Repository: next.js
Issue: do not work option revalidate with fetch in browser
Labels: bug

### Verify canary release

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

### Provide environment information

```bash
next 13.2.3
node v18.13.0
```


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

_No response_

### Link to the code that reproduces this issue

https://github.com/denisso/next13-app-exp/tree/server-fetch-standalone

### To Reproduce

Go to [online demo](https://next13-app-exp-templates-git-server-fetch-standalone-denisso.vercel.app/)

Choose "id from 1 to 15"  switch radio button to "client fetch function" and push button "Check Cache".

When radiobutton is set to "client fetch function", the fetch function is started from the client component. To test the cache, click the "Check Cache" button, client fetch with the revalidate 60 option accesses /api/[id], gets the value Date.now(). As can be seen from the tests, the cache is not used.

### Describe the Bug

such usage of fetch

```
      const response = await fetch(url, {
        next: { revalidate: 60 },
      });
```
does not use the cache in the browser



### Expected Behavior

Go to [online demo](https://next13-app-exp-templates-git-server-fetch-standalone-denisso.vercel.app/)

Choose "id from 1 to 15"  switch radio button to "server fetch function" and push button "Check Cache".

When radiobutton is set to "sever fetch function", the fetch function is started from the server component. To test the cache, click the "Check Cache" button, client fetch with the revalidate 60 option accesses /api/[id], gets the value Date.now(). 

When uses server components cache work fine

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

Chrome

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

Vercel
Repository: godot
Issue: Area3D does not detect `body_entered` on StaticBody3D and RigidBody3D
Labels: bug,confirmed,topic:physics

___

***Bugsquad note:** This issue has been confirmed several times already. No need to confirm it further.*

___

### Godot version

Godot Engine v4.0.stable.official.92bee43ad  

### System information

Vulkan API 1.2.231 - Forward Mobile - Using Vulkan Device #0: Apple - Apple M1 Max

### Issue description

Area3d not detect (or send signal) body_entered when BODY is StaticBody3d or RigidBody3d
 it's detecting this object only when SB or RB starts in the area
 
 CharacterBody3D is different case it is detected when it's entered, so it works properly

### Steps to reproduce

-create Area3d with big colisionShape  
- create static body or rigidbody outsid of area3d
- move SB oar RB away from area3d
- set up layers and collisions 
- make object enter area


### Minimal reproduction project

[Area3dBug.zip](https://github.com/godotengine/godot/files/10882557/Area3dBug.zip)
Repository: next.js
Issue: Circular file dependency makes jest fail with "ReferenceError: Cannot access '...' before initialization"
Labels: bug

### 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 21.4.0: Mon Feb 21 20:35:58 PST 2022; root:xnu-8020.101.4~2/RELEASE_ARM64_T6000
    Binaries:
      Node: 16.17.0
      npm: 9.6.0
      Yarn: 1.22.19
      pnpm: N/A
    Relevant packages:
      next: 13.2.3
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
```


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

_No response_

### Link to the code that reproduces this issue

https://codesandbox.io/p/sandbox/eager-easley-1q6gsh

### To Reproduce

1. Create 2 files, each one imports something from another
2. Use the const from one of the files in the component
3. Create a simple test to test this component and use `jest.requireActual()` when mocking the file.
4. Run the test. It will fail with this error.

For more context please look into the codesandbox.

### Describe the Bug

Please look inside the sandbox, it's hard to write it in steps. 

But basically when we use `jest.requireActual` on file which imports something from the second file and this second file again uses something from the first file we get the error `ReferenceError: Cannot access 'foo' before initialization`. Without circular file dependency everything works fine.

### Expected Behavior

Tests are passing correctly.

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

_No response_

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

_No response_
Repository: deno
Issue: `HttpClient` should be lazy initialized
Labels: perf,refactor

Currently `HttpClient` is eagerly created on startup in `ProcState`. If all sources are already cached then `HttpClient` is not used at all, however it has non-trivial cost on the startup. 

We should refactor it in a way that it's actually initialized on first use.

Ref https://github.com/denoland/deno/issues/15945
Repository: PowerToys
Issue: Fast Quotation marks and brackets
Labels: Needs-Triage

### Description of the new feature / enhancement

1. Select a piece of editable text
2. Press they key " or ( or { or [ or *
3. Instead of replacing the text with one of the characters, the text gets enclosed in quotation marks or brackets.

Examples:
**text** --> **"text"**
**text** --> **(text)**

### Scenario when this would be used?

I am used to this feature from IDEs and code editors and would love to see this feature globally in Windows. I would use it in chats or message boards, where I first write a piece of text and afterwards decide that this should be in quotation marks or brackets.
In markdown inputs, * is used to make text bold. Selecting the text and pressing * would be a fast and intuitive way to enclose the text in stars to highlight it.

Other interesting options (especially for markdown) would be **_ ~ - %** and could be made available by preference.

### Supporting information

_No response_
Repository: godot
Issue: Changing a script while game is running will create an error. Unpausing the frozen game will cause an Opcode : 109 error.
Labels: bug,topic:gdscript

### Godot version

4.0 stable

### System information

Windows 10, NVIDIA RTX 2060, Forward +

### Issue description


I'm trying to test a weapon. So, while the game is running, I want to print the bodies the area of the weapon is colliding with, whithout reloading the whole game. I'm adding the print(body) while the game is still running. This is in the Weapon.cs.
![image](https://user-images.githubusercontent.com/20193149/222747795-df9a6e6c-1cd5-4dd9-92ef-4a61b231a77f.png)

After that, going into the game will cause a freeze with this error : 
![image](https://user-images.githubusercontent.com/20193149/222748184-f663d582-14f9-4920-bdf4-698e5ff92683.png)

Sometimes, pressing the unpause button will cause this error to appear : 
![image](https://user-images.githubusercontent.com/20193149/222747987-68263ac0-e985-4c34-8a6f-75927d67dbba.png)

For the record, queue_free isn't called for now - so the source should not be that the entity died because of damage.

Some of the things I'm doing that might be the source : 
- using a lot of key shortcut (selecting the whole print with shift+ctrl+arrow keys instead of the mouse)
- moving the print method around (before the if statement, after, or inside.)
- unpausing the game by using the pause button with the left mouse button - which is the key I'm using to swing the weapon I'm testing around.


### Steps to reproduce

- A "EntityStat" resource
![image](https://user-images.githubusercontent.com/20193149/222749152-4c3420cb-1ab8-4b27-9795-ab758544e712.png)

- A player using the LMB to use a Sword 
![image](https://user-images.githubusercontent.com/20193149/222749249-d2834c78-1f80-4aa0-83b7-46543f6522c5.png)
![image](https://user-images.githubusercontent.com/20193149/222749309-5182d2b5-367e-481e-a9fe-1498faa68b0b.png)

- A wolf ennemy that is holding an EntityStat Resource
![image](https://user-images.githubusercontent.com/20193149/222749456-6f2c09a9-3ccd-463b-ab44-79a7727cf60f.png)


Note that everything is fine with this project - everything can work perfectly fine as long as I don't try to move the print function around during runtime.

### Minimal reproduction project

I don't have the time to give you a minimal reproduction project for now, but could definitely create one from zero if needed, just tomorrow.
Repository: godot
Issue: "Transparent" flag doesnt make the window transparent 
Labels: documentation,topic:gui

### Godot version

v4.0.stable.official [92bee43ad]

### System information

windows 10

### Issue description

the transparent flag doesn't make the window have transperant background
![image](https://user-images.githubusercontent.com/80917990/222750526-50e2f20e-3863-476b-bb14-bfc536cb0218.png)


### Steps to reproduce

add a window node and turn on "transparent"

### Minimal reproduction project

[project.zip](https://github.com/godotengine/godot/files/10882996/project.zip)
Repository: godot
Issue: Incorrect inertia with custom center of mass
Labels: bug,topic:physics

### Godot version

v4.0.stable.mono.official [92bee43ad]

### System information

Windows 10, Forward+, NVIDIA GeForce GTX 1050 Ti (31.0.15.1694)

### Issue description

When a `RigidBody2D` has `center_of_mass_mode = RigidBody2D.CENTER_OF_MASS_MODE_CUSTOM`, and a custom `center_of_mass` as well as `inertia` set to 0; the rigid body's auto computed inertia can be incorrect.

A video of the attached mrp - Both boxes have the same size polygon, and inertia set to 0. So their inertia should be calculated to the same amount. However, the right box rotates slower.

https://user-images.githubusercontent.com/10490534/222751892-74e9f5da-ce99-4f81-8e8b-247e71447bcd.mp4



### Steps to reproduce

- Create a RigidBody2D
- Add a CollisionPolygon2D with a polygon not centered around 0,0 - i.e vertices: (100, 100), (200, 100), (200, 200), (100, 200)
- Set the RigidBody2D's center_of_mass_mode = RigidBody2D.CENTER_OF_MASS_MODE_CUSTOM
- Set center_of_mass to some non 0,0 Vector2. (150, 150) in this example.
- Leave inertia at 0
- either
    - Print out the rigid body's inertia with `1.0 / PhysicsServer2D.body_get_direct_state(body.get_rid()).inverse_inertia)`
    - Collide the object with another object
- Observe that the inertia is higher than if the same polygon was constructed around 0,0, and that the rigid body rotates much slower when colliding, than a body with the same polygon constructed around 0,0.

### Minimal reproduction project

This project shows two boxes with the same size polygon side by side.
The left box's polygon is constructed around 0,0
The right box's polygon is constructed around 150,150

- Unpause the game with space to cause the boxes to fall and collide with another box.
- Observe that the right box will rotate much slower, and that the printed out inertia for the right box is much higher than the left box.

[test center of mass.zip](https://github.com/godotengine/godot/files/10883031/test.center.of.mass.zip)
Repository: material-ui
Issue: [PaginationItem] Allow passing `children`
Labels: component: pagination,enhancement

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

`children` prop, if passed to `PaginationItem`, should be shown instead of the default content of this type of `PaginationItem`.

### Examples 🌈

See motivation.

### Motivation 🔦

What I'm trying to do is:

![image](https://user-images.githubusercontent.com/17963791/222761527-118e8310-c047-413f-8feb-58ca2bcb19f2.png)


`previous` and `next` buttons are just straight up `outlined` `PaginationItem`s, but I cannot just put `Today` as a text for the third button.



I am able to achieve what I'm looking for with custom icon component props, but this is extremely ugly:

```tsx
	const ThisWorksSomehow = () => {
		return "Today";
	};

	return (
		<PaginationItem
			type="first"
			variant="outlined"
			shape="rounded"
			components={{ first: ThisWorksSomehow }}
		/>
	);
```
Repository: godot
Issue: VisualShader node "UV Panning" don't work properly in 2D
Labels: documentation,topic:shaders

### Godot version

4.0 stable

### System information

Fedora 37,  Intel integrated grafics with mesa drivers using Vulkan

### Issue description

When I try to make a texture pan using the Visual Shader built-in node called UV Panning it wont pan properly, this only happens when using a 2DSprite, I tried the same but in a 3d object and it worked properly

This is in 2D:
 
[Screencast from 2023-03-03 17-02-36.webm](https://user-images.githubusercontent.com/108587506/222768449-b60ce778-14e1-4af2-b460-5bcb68b4fdec.webm)

But in 3D:
[Screencast from 2023-03-03 17-04-51.webm](https://user-images.githubusercontent.com/108587506/222768804-31c9ff65-75de-4905-a92d-a9ec037758f7.webm)



### Steps to reproduce

1. Create a new project
2. Add a 2D scene
3. Add a Sprite 2D node
4. Add a VisualShader to the Sprite2D
5. Inside the Shader Editor add a 2DTexture
6. Add the UV Panning node and connect it to the UV socket in the 2DTexture node 

### Minimal reproduction project

[UVPanning.zip](https://github.com/godotengine/godot/files/10883963/UVPanning.zip)
Repository: storybook
Issue: [Feature Request]: Clear or provide default values to conditional controls
Labels: feature request,has workaround,addon: controls

### Is your feature request related to a problem? Please describe

We've got a button component that doesn't accept certain props when it's of a specific type (e.g. our icon button cannot be disabled). To indicate this, we're using conditional controls to hide the props that are not available (no issues there). 

However, we're running into an issue where if one of these controls is set on a button type that allows it, and then the type is changed to one that doesn't allow it, the value of the prop is still set for the component, and it ends up in an illegal state (the icon button will display as disabled), while the control is not visible.

### Describe the solution you'd like

Either a way to supply a default value that is passed when the control is not displayed, or for Storybook to clear/not pass this prop to the component under-the-hood.

### Describe alternatives you've considered

Currently in our render function (in CSF3), we check the type of the button, then "unset" those args as needed. It works just fine, but it seems like there could be a cleaner solution.

### Are you able to assist to bring the feature to reality?

no

### Additional context

https://discord.com/channels/486522875931656193/1080939994144845924
Repository: PowerToys
Issue: Sort highlighted text
Labels: Needs-Triage

### Description of the new feature / enhancement

One really nice thing would be to be able to sort highlighted text.

I'm thinking something like:
- Highlight multiple lines of text
- Push control-win-S (or similar)
- Text is cut
- lines are sorted
- Text is pasted back

### Scenario when this would be used?

I often come across lists of items in text files that really should be sorted in alphabetical order. Sorting often involves cutting and pasting into a spreadsheet, or doing it manually.

Think of things like using statements. (Although Visual Studio will sort them for you.)

### Supporting information

_No response_
Repository: flutter
Issue: GitHub issue locker bot should run more frequently
Labels: team-infra,P2,triaged-infra

My inbox just got hammered by 70+ emails from the github issue locker bot. Can these be spread out over time, please?
Repository: angular
Issue: Include URL parameters in canMatch interface
Labels: feature,area: router,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

router

### Description

The `canMatch` router guard accepts `route: Route` and `segments: UrlSegment[]` as arguments. Neither of these objects contain the parameters that may or may not be in the URL.

**Example**

A URL path will be set to `users/:userId` and when the browser navigates to the URL `users/user_123` we should have access to a mapping of parameters similar to:
```
{
    "userId": "user_123",
}
```

I can't find this information anywhere at the time the `canMatch` guard is activated. Parameters objects in the URL segments are empty, and the Route object does not have a params object, and using the activate route service also does not provide a solution. Am I doing something wrong?

### Proposed solution

Provide an object, either as a `canMatch` parameter or in the `UrlSegment` or the `Route` (I don't really care where they are, whatever makes sense to the Angular routing design) that includes the URL parameters.

### Alternatives considered

We can currently take the path in the route, and the URL segments, compare them, and derive the parameters from there. 

I feels like shouldn't have to do this though? The `canActivate` method has access to this data via the activated route snapshot (params object) and I don't understand why we can't have something similar in `canMatch`?
Repository: angular
Issue: Compilation error when using *ngFor to iterate over unions of arrays of arrays of string literals
Labels: area: core

### Which @angular/* package(s) are the source of the bug?

core

### Is this a regression?

No

### Description

Using the *ngFor directive, It is impossible to iterate over a variable of type union of arrays of arrays of string literals without obtaining a compilation error, even though it is valid TypeScript.

### Please provide a link to a minimal reproduction of the bug

https://stackblitz.com/edit/angular-7hhamp?file=src/main.ts

### Please provide the exception or error you saw

```true
Error in src/main.ts (16:36)
Type 'FooBar' is not assignable to type 'NgIterable<Foo[]>'.
```


### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 12.2.18
Node: 16.19.0 (Unsupported)
Package Manager: npm 8.19.3
OS: linux x64

Angular: 12.2.17
... animations, common, compiler, compiler-cli, core, forms
... language-service, platform-browser, platform-browser-dynamic
... router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1202.18
@angular-devkit/build-angular   12.2.18
@angular-devkit/core            12.2.18
@angular-devkit/schematics      12.2.18
@angular/cdk                    12.2.13
@angular/cli                    12.2.18
@angular/material               12.2.13
@schematics/angular             12.2.18
rxjs                            6.6.7
typescript
```


### Anything else?

_No response_