sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: go
Issue: runtime: move internals to `internal/runtime`
Labels: NeedsFix,compiler/runtime

Right now package runtime appears to serve two purposes:

* It contains most of the implementation of the Go runtime.
* And, it exposes the world-public API for various runtime-related functionality (`runtime.GOMAXPROCS`, etc).

At first glance, this seems perfectly normal and reasonable, however there is actually a third purpose:

* Expose `std`-internal APIs that should not be world-public. e.g., `runtime.semacquire` for `sync.Mutex` or `runtime.netpollopen` for `os` and `net`.

These APIs should not be public to the whole world as they are implementation details that may change. However, with the current layout there is no good way to expose these internal APIs, so we must use `//go:linkname` between packages, and in some cases copy entire type definitions between packages (#64549).

If we move most of the runtime implementation to `internal/runtime`, then it could expose a richer API surface useful to other packages in `std`, but nothing outside of `std` would be able to access them due to the rules of `internal`. Package `runtime` would remain to provide the same API, but it would be much smaller and simply import `internal/runtime` for most functionality.

In moving, there are also opportunities for cleanup along the lines of #51087. e.g., perhaps the timer implementation is in `internal/runtime/timer`, etc. Though this move isn't really a prerequisite for that; we could do that in `runtime/internal/timer` as well.

This change would technically be solely an implementation detail, though in practice there are likely symbols that folks depend on anyway, either via linkname (https://go.dev/cl/548235) or implicitly by looking for in profiles, stack traces, etc.

cc @golang/runtime
Repository: go
Issue: x/build: upgrade libc on our LUCI machine images to enable newer versions of clang
Labels: Builders,NeedsFix

I tried to set up a clang builder for 16.0.4, but ran into errors like:

```
        ../../../../cache/tools/clang/bin/clang: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.34' not found (required by ../../../../cache/tools/clang/bin/clang)
        ../../../../cache/tools/clang/bin/clang: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.32' not found (required by ../../../../cache/tools/clang/bin/clang)
        ../../../../cache/tools/clang/bin/clang: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.33' not found (required by ../../../../cache/tools/clang/bin/clang)
        ../../../../cache/tools/clang/bin/clang: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.30' not found (required by ../../../../cache/tools/clang/bin/clang)
        ../../../../cache/tools/clang/bin/clang: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by ../../../../cache/tools/clang/bin/clang)
        ../../../../cache/tools/clang/bin/clang: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `CXXABI_1.3.13' not found (required by ../../../../cache/tools/clang/bin/clang)
```

Turns out our libc is just too old on those builders. 15.0.4 works fine, so I put that in CIPD and renamed the builders. This issue tracks upgrading our machine images so we can build against newer versions of clang.
Repository: godot
Issue: Controller joystick not working correctly
Labels: needs testing,topic:input

### Tested versions

v4.2.1.stable.mono.official [b09f793f5]

### System information

Operating System: Kubuntu 22.04 KDE Plasma Version: 5.24.7 KDE Frameworks Version: 5.92.0 Qt Version: 5.15.3 Kernel Version: 6.5.0-15-generic (64-bit) Graphics Platform: X11 Processors: 16 × AMD Ryzen 7 5700G with Radeon Graphics Memory: 15.0 GiB of RAM Graphics Processor: RENOIR

### Issue description

I am having some sort of weird input bug.
At first the joystick worked until I kept switching from left to right eventually returning 0
I thought it might be a cause of keyboard being bound to the same action as the controller so I removed the keyboard binding.

The weird 0 bug still existed so I changed the controller device from all to 0 and then changed the deadzone to 0.25
Then the input started returning 0 all the time.

I thought it was the device so I changed it to device id 1
Still nothing...

I changed the device back to 0 and set the deadzone to 0.75 instead of 0.25
Still 0...

I tried to change the deadzone back to 0.5 and got a result of 0

I changed device back to all and it seems to be working fine now.

### Steps to reproduce

Try doing the following...

- make the following input actions...
- - Player1Run
- - Player1Jump
- - Player1Up
- - Player1Down
- - Player1Left
- - Player1Right

- Bind them to the following...
- - Key X and xbox button X
- - Key Z and xbox button A
- - Key Up and xbox left joy up 
- - Key Down and xbox left joy down 
- - Key Left and xbox left joy left
- - Key Right and xbox left joy right

- Devices should be all by default
- Deadzones should all be 0.5 by default 
- Run Level 1-1 scene and rotate/move the joystick left to right you should get a small chance of the input dir printing as 0 and mario not moving

 

### Minimal reproduction project (MRP)

[SMB-GD.zip](https://github.com/godotengine/godot/files/14091584/SMB-GD.zip)
Repository: material-ui
Issue: Reuse the styles on our own components by leveraging class names
Labels: new feature,discussion,component: SvgIcon

### Summary

There are many situations where we could use inbuilt mui classes with our own components to style them to look like mui components. Now the feature is dropped as the classes are generated dynamically and they need to be overridden

### Examples

Based on the below code i am calling the MuiSvgIcon-root class inside the StepIcon component to use its properties but it shows up as blank.

`className={clsx("MuiSvgIcon-root MuiStepIcon-root")}`

[Demo](https://codesandbox.io/p/sandbox/sparkling-monad-rzc7k6?file=%2Fsrc%2FStepIcon.js)

### Motivation

This would be really helpful to create lookalike components without overriding them

**Search keywords**: className,
Repository: godot
Issue: Unexpected change in Nodepath inside Animation resource
Labels: bug,topic:animation

### Tested versions

-Reproducible: 4.2.1 stable , 4.1.3 stable

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 (Advanced Micro Devices, Inc.; 31.0.23013.1023) - AMD Ryzen 5 5500 (12 Threads)

### Issue description

I have this  instanciable Node with an Animation Player attached. This animation track has unknowingly changed the Node it affects (its Nodepath), so instead of targeting itself, it targets the first instance of the Node at the scene, resulting in the following: only said Node will trigger the animation, regardless if you have many instances of them, shown in the image bellow. If the Node is freed, this error appears: `E 0:00:07:0527   get_node: Node not found: "../Enemy/BodyAnim:modulate". <C++ Error>    Method/function failed. Returning: nullptr<C++ Source>   scene/main/node.cpp:1638 @ get_node()`.

Both in the error above and in the resource (converted into .tres for readability), it is clear why this happens:  Nodepath is targeting a specific Node (called Enemy) found in the Scenetree. 

![Help](https://github.com/godotengine/godot/assets/124409014/bbc5df33-f0e3-4216-be8b-bdd94c2821ef)

Instead of the usual behavior of targeting itself and its own properties, which allow instances to play the animation on themselves:

![help2](https://github.com/godotengine/godot/assets/124409014/36af808f-eb05-4f42-a6a7-feac25003b5c)

This had happened all of a sudden, on a bigger project, without me even touching the animation track after it was done (which was working as expected)

![Help](https://github.com/godotengine/godot/assets/124409014/64eed383-5ebe-42f5-ba14-4a5da616a762)




### Steps to reproduce

I don't have any clue as to how this happened. However, the MRP has the project in the same way when it happened: a library, an external animation resource loaded into it.

### Minimal reproduction project (MRP)

[AnimBug.zip](https://github.com/godotengine/godot/files/14092107/AnimBug.zip)
Repository: go
Issue: cmd/compile: cross compiled arm64 binary can not execute and no response, the program seem to be hung
Labels: NeedsInvestigation

### Go version

go version go1.18.1 linux/amd64

### Output of `go env` in your module/workspace:

```shell
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/root/.cache/go-build"
GOENV="/root/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/root/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/root/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/lib/go-1.18"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/lib/go-1.18/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.18.1"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="0"
GOMOD="/opt/go.mod"
GOWORK=""
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build1111527611=/tmp/go-build -gno-record-gcc-switches"
```


### What did you do?

I tried to build arm64 binary on x86_64 env and compiled successfully. But, confused, the binary can not be executed in target arm64 env.  
The binary's source code is very simple as below:

```
package main

import "fmt"

func main() {
	fmt.Println("Hello world")

}
```

### What did you see happen?

When I tried to execute the binary on arm64,  it seem to be hung, no error, no output. 

# /opt/main




### What did you expect to see?

The binary run successfully and print "Hello world"
Repository: vscode
Issue: click to expect the hover display information to be dynamically updated without refreshing the hover.
Labels: bug,editor-hover

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->
As shown in the picture, click to expect the hover display information to be dynamically updated without refreshing the hover.

<!-- Describe the feature you'd like. -->
<img width="435" alt="image" src="https://github.com/microsoft/vscode/assets/22573382/e0403807-a784-45dc-b38d-fb9198deb7cb">
Repository: vscode
Issue: Two Different Behaviors on Open with Code Insiders
Labels: bug,windows,workbench-os-integration,system-context-menu

Type: <b>Bug</b>

Windows 11 Only.
Create a batch file somewhere
In another directory create a shortcut to that batch file
Right Click on that shortcut and from the Windows 11 shortened options, choose "Open with Code Insiders" - Code Insiders opens and it says it can't open it because it's it is binary - you can see in the File Name table it's trying to edit the LNK file.
However - to make it work:
Right Click on the Shortcut, and in the shortened context menu choose show more options, then use the "Open with Code Insiders" from that old Windows 10 style context menu it opens the underlying BAT file - which is perfect.


VS Code version: Code - Insiders 1.86.0-insider (5d344004f839677def958534b58e854a9ae26fd0, 2024-01-26T23:08:41.993Z)
OS version: Windows_NT x64 10.0.22631
Modes: Restricted

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Xeon(R) Silver 4216 CPU @ 2.10GHz (8 x 2095)|
|GPU Status|2d_canvas: unavailable_software<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: disabled_software<br>multiple_raster_threads: enabled_on<br>opengl: disabled_off<br>rasterization: disabled_software<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: disabled_software<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: unavailable_software<br>webgl2: unavailable_software<br>webgpu: unavailable_software|
|Load (avg)|undefined|
|Memory (System)|64.00GB (35.01GB free)|
|Process Argv|C:\\Users\\mrybicki.ENMARK\\source\\Workspaces\\_Compile All And Run EniteoDB Code Review Only.lnk --crash-reporter-id b0d84960-2993-4dc9-977b-7a4b829594ff|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (6)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-dotnet-runtime|ms-|2.0.1
data-workspace-vscode|ms-|0.5.0
mssql|ms-|1.22.1
sql-bindings-vscode|ms-|0.4.0
sql-database-projects-vscode|ms-|1.4.1
remote-wsl|ms-|0.86.0


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368:30146709
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
vsaa593:30376534
py29gd2263:30784851
c4g48928:30535728
a9j8j154:30646983
962ge761:30841072
pythongtdpath:30726887
welcomedialog:30812478
pythonidxpt:30768918
pythonnoceb:30776497
asynctok:30898717
dsvsc013:30777762
dsvsc014:30777825
dsvsc015:30821418
pythontestfixt:30866404
pythonregdiag2:30926734
pyreplss1:30879911
pythonmypyd1:30859725
pythoncet0:30859736
pythontbext0:30879054
accentitlementst:30870582
dsvsc016:30879898
dsvsc017:30880771
dsvsc018:30880772
b5d27386:30943795
fegfb526:30945144
7j2b6412:30951517
bg6jg535:30946824
ccp1r3:30950904

```

</details>

<!-- generated by issue reporter -->
Repository: node
Issue: Indirectly static import cjs with error will cause an uncaughtException
Labels: confirmed-bug,module

### Version

v20.10.0

### Platform

_No response_

### Subsystem

_No response_

### What steps will reproduce the bug?

```js
// ./main.mjs
process.on('uncaughtException', ()=>console.log('uncaught'));
try {
    await import(`data:text/javascript,
        import "data:text/javascript,console.log('before')";
        import "${import.meta.url}.cjs";
    `);
}
catch { console.log('caught'); }
```

```js
// ./main.mjs.cjs
throw Error('abc');
```


### How often does it reproduce? Is there a required condition?

every time

### What is the expected behavior? Why is that the expected behavior?

```
before
caught
```

same with dynamic `await import('./main.mjs.cjs')` directly or indirectly.

also intuitive.


### What do you see instead?

```
before
uncaught
```

and the wrapper dynamic import promise will be forever pending


### Additional information

_No response_
Repository: neovim
Issue: nvim_set_hl "font" parameter
Labels: enhancement,api,highlight

### Problem

The `font` argument for `:highlight` command (`:help highlight-font`) is not supported in `nvim_set_hl()`.

### Expected behavior

`nvim_set_hl()` should support `font` paramater. GUI fontend such as neovide should support the paramater if notified.
Repository: godot
Issue: GDExtension: Unable to add_resource_format_loader
Labels: documentation,topic:gdextension

### Tested versions

- Reproducible with Godot 4.2.1 and godot-cpp 4.2.

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.4889) - 12th Gen Intel(R) Core(TM) i7-1280P (20 Threads)

### Issue description

Following [this](https://docs.godotengine.org/en/stable/contributing/development/core_and_modules/custom_resource_format_loaders.html) official guide and making note of this [proposal](https://github.com/godotengine/godot-proposals/issues/4548), it should be possible to register custom ResourceLoader's within a GDExtension. I've checked and triple checked that I haven't missed anything, following the JSON and Image implementation of `ResourceFormatLoader` under `godot/core/io/` verbatim. The project I'm working on implementing this in is open-source, and the files of interest are as follows:

- [RegisterExtension.cpp](https://github.com/Ardos-Project/godot-dcparser/blob/working-version/src/RegisterExtension.cpp)
- DCFileLoader.([h](https://github.com/Ardos-Project/godot-dcparser/blob/working-version/src/DCFileLoader.h)/[cpp](https://github.com/Ardos-Project/godot-dcparser/blob/working-version/src/DCFileLoader.cpp))
- DCFileResource.([h](https://github.com/Ardos-Project/godot-dcparser/blob/working-version/src/DCFileResource.h)/[cpp](https://github.com/Ardos-Project/godot-dcparser/blob/working-version/src/DCFileResource.cpp))

When attempting to debug this, calling `print(ResourceLoader.get_recognized_extensions_for_type("DC"))` within a GDScript file returns `["tres"]`, when it should return `["tres", "dc"]`. Calling the same code with `"JSON"` instead returns `["tres", "res", "json"]`

Other functions of the GDExtension work fine, as can be seen [here](https://github.com/Ardos-Project/godot-dcparser/blob/working-version/project/scenes/demo.gd), it's just the custom ResourceLoader I'm having issues with.

Any help would be greatly appreciated!

### Steps to reproduce

The MRP contains the compiled extension for windows as well as the demo code that causes the debugger to error with: `E 0:00:00:0541   demo.gd:7 @ _ready(): No loader found for resource: res://data/example.dc (expected type: )
  <C++ Error>    Method/function failed. Returning: Ref<Resource>()
  <C++ Source>   core/io/resource_loader.cpp:282 @ _load()
  <Stack Trace>  demo.gd:7 @ _ready()
`

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/godotengine/godot/files/14093035/MRP.zip)
Repository: next.js
Issue: Unable to manage state and server side render at the same time
Labels: bug,Pages Router

### Link to the code that reproduces this issue

https://github.com/krishnaacharyaa/nextjs-explore/tree/SSR-using-server-action

### To Reproduce

![image](https://github.com/vercel/next.js/assets/116620586/01294d3b-93f4-4c93-a480-37c4bb32d531)
I have application like this, state needs to be accessible accross the application and any component can mutate the state which can be accesible anyone in any level of the tree
So for this I have used Context Api(contextProvider) but the problem is to use this contextProvider I need to make the component "use client" 
For example: `const { selectedDocument } = useAppContext();` in `components\ThirdColumnComponent\SummaryDocumet.tsx`

Based on the `selectedDocument` I need to make a server call. How to i do this in the server side? 

Tried server actions, but hard luck, it is not even getting triggered.

What is the best way to handle this scenario, any concepts which will applicable to this, I am very receptive, Thank you.

### Current vs. Expected behavior

console.log("Get summary By document is called") is not getting triggered, which is supposed to get triggered in the server side. 

### Provide environment information

```bash
Operating System:
  Platform: win32
  Arch: x64
  Version: Windows 11 Enterprise
Binaries:
  Node: 20.11.0
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.1.0
  eslint-config-next: 14.1.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.3.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Data fetching (gS(S)P, getInitialProps)

### Which stage(s) are affected? (Select all that apply)

next dev (local)

### Additional context

I want to do server call in server side in the nested child which can mutate state which can be used by anyone in the tree. I tried all possible way, how to achieve this. 
Any leads would really helpful for me
Repository: neovim
Issue: Filetype detection by `vim.filetype.match` will fail in some cases when no buffer is specified
Labels: enhancement,filetype

### Problem

I'm trying to detect the filetype using `vim.filetype.match()` based on the `filename`. However, I've noticed that it fails to detect some filetypes when no buffer is specified.

### Steps to reproduce

I expected a file with the ".ts" extension to be detected as TypeScript, but in fact, it might be detected as XML depending on the buffer content.

https://github.com/neovim/neovim/blob/4ffc20c9515294481486e81271a8edeeff203140/runtime/lua/vim/filetype.lua#L1031

In this case, when no `bur` is specified, the getting of buffer contents fails, and the filetype is not detected.

```lua
vim.filetype.match({ filename = 'index.ts', contents = {} }) -- => nil
```

https://github.com/neovim/neovim/blob/4ffc20c9515294481486e81271a8edeeff203140/runtime/lua/vim/filetype.lua#L2208-L2216

### Expected behavior

When no `buf` is specified, it is better to assume an empty buffer (or a buffer of `contents`) is passed and detect the filetype.

### Neovim version (nvim -v)

NVIM v0.10.0-dev-2244+g8bc578512

### Vim (not Nvim) behaves the same?

no

### Operating system/version

Linux 6.1.67-gentoo x86_64 GNU/Linux

### Terminal name/version

alacritty

### $TERM environment variable

xterm-256color

### Installation

build from repo
Repository: ant-design
Issue: 周选择时间控件，选中跨年周时无高亮
Labels: 🐛 Bug,Inactive

### Reproduction link

[https://h8g6lg.csb.app/](https://h8g6lg.csb.app/)

### Steps to reproduce

官网即可复现。
周模式时间控件，选中一个跨年的周（周一开始2023-01-01，周日开始2024-01-01）
![image](https://www.sun-snowflake.cn/static_img/public/screenshot-20240130-145041.png)

### What is expected?

可以正常选中

### What is actually happening?

整行无选中效果，且以选中日期与背景同色不可见

| Environment | Info |
| --- | --- |
| antd | 4.24.15 |
| React | 17.0.0 |
| System | mac |
| Browser | Chrome |

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: go
Issue: x/sys/windows Crash in ReadFile() when race enabled
Labels: OS-Windows,NeedsFix

### Go version

go 1.21.5

### Output of `go env` in your module/workspace:

```shell
set GO111MODULE=
set GOARCH=amd64
set GOBIN=
set GOCACHE=C:\Users\db\AppData\Local\go-build
set GOENV=C:\Users\db\AppData\Roaming\go\env
set GOEXE=.exe
set GOEXPERIMENT=
set GOFLAGS=
set GOHOSTARCH=amd64
set GOHOSTOS=windows
set GOINSECURE=
set GOMODCACHE=c:\go\pkg\mod
set GONOPROXY=
set GONOSUMDB=
set GOOS=windows
set GOPATH=c:\go
set GOPRIVATE=
set GOPROXY=https://proxy.golang.org,direct
set GOROOT=c:\go\1.21.5\go
set GOSUMDB=sum.golang.org
set GOTMPDIR=
set GOTOOLCHAIN=auto
set GOTOOLDIR=c:\go\1.21.5\go\pkg\tool\windows_amd64
set GOVCS=
set GOVERSION=go1.21.5
set GCCGO=gccgo
set GOAMD64=v1
set AR=ar
set CC=gcc
set CXX=g++
set CGO_ENABLED=1
set GOMOD=C:\src\datadog-windows-procmon\go.mod
set GOWORK=
set CGO_CFLAGS=-O2 -g
set CGO_CPPFLAGS=
set CGO_CXXFLAGS=-O2 -g
set CGO_FFLAGS=-O2 -g
set CGO_LDFLAGS=-O2 -g
set PKG_CONFIG=pkg-config
set GOGCCFLAGS=-m64 -mthreads -Wl,--no-gc-sections -fmessage-length=0 -ffile-prefix-map=C:\Users\db\AppData\Local\Temp\go-build3031818741=/tmp/go-build -gno-record-gcc-switches
```


### What did you do?

I have windows/go code which crashes unexpectedly.
Specifically, for ReadFile() and WriteFile() any call crashes when the third parameter `done` is Nil, which is a legal value, when `raceenabled`
```

func ReadFile(fd Handle, p []byte, done *uint32, overlapped *Overlapped) error {
	err := readFile(fd, p, done, overlapped)
	if raceenabled {
		if *done > 0 {
			raceWriteRange(unsafe.Pointer(&p[0]), int(*done))
		}
		raceAcquire(unsafe.Pointer(&ioSync))
	}
	return err
}
```



### What did you see happen?

Code crashes when race is enabled and done is nil.

### What did you expect to see?

I would expect it to not crash.  
the `done` pointer may be `nil` when initiating an overlapped operation; in this case the done value isn't filled in until the operation completes (by calling `GetQueuedCompletionStatus()`.