sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: C++ Embedding - HTTP Module + fetch() Doesn't Work Outside node::LoadEnvironment
Labels: embedding

### Version

18.16.1

### Platform

Darwin 19.6.0 Darwin Kernel Version 19.6.0: Mon Aug 31 22:12:52 PDT 2020; root:xnu-6153.141.2~1/RELEASE_X86_64 x86_64

### Subsystem

embedding

### What steps will reproduce the bug?

1. Define a function that includes some use of network API (e.g. `fetch` or `net.Socket.prototype.connect`)
2. In C++, invoke this function e.g. through `fn->Call` or `value->CallAsFunction`
3. Attempt to spin the event loop ( e.g. `uv_run(loop, UV_RUN_DEFAULT)` ) until `uv_loop_alive(loop) == 0` to open the socket

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

I can reproduce this reliably (see additional information). The I/O operation has to involve network - e.g. `await fs.promises.readFile('test.txt')` works correctly 

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

The network request should succeed. 

### What do you see instead?

`uv_loop_alive(loop)` immediately returns 0, and any subsequent call to uv_loop block and never return. 

### Additional information

I've tried many different ways of running the event loop and the result is the same - if the network request was started from `Call` or `CallAsFunction`, the work never reaches the event loop. If it is scheduled inside node::LoadEnvironment, the request succeeds. 

Although I am not familiar with the nodejs internals, I have been working on the assumption something inside node is not scheduling the network request before `Call[AsFunction]` returns and execution of the context stops. Following the v8 documentation, I've tried executing `PerformMicrotaskCheckpoint`, `FlushForegroundTasks`, and `DrainTasks` before spinning the loop to no avail. 

For context, I am attempting to build a nginx module to extend the nginx web server with node modules. Code that reproduces the bug is on the project's repo - https://github.com/Jamie0/nginx-nodejs-module 

I also note if testing a net.Socket(), the 'close' callback immediately executes if attempting to use a DNS name rather than an IP address. With fetch, the behaviour is the same regardless of host name. 

If this is intended behaviour when using `Call[AsFunction]`, I would be grateful if the documentation could be updated to explain how one can achieve this.
Repository: vscode
Issue: No matches text is very low contrast in Tomorrow Night Blue
Labels: bug,themes,accessibility,editor-find

If you use the tomorrow night blue theme and perform a search with no matches, the warning text about that is very hard to read:

![image](https://github.com/microsoft/vscode/assets/150152/c56fc575-c5b1-45e1-8c56-0025f72d7e36)

I think this colour is also used for invalid code, but the code is in a much larger font which makes it a lot more readable.
Repository: go
Issue: x/tools/gopls: Make "gopls/internal/lsp/protocol" package compatible with go.lsp.dev/protocol and make external
Labels: FeatureRequest,gopls,Tools

The gopls `protocol` package includes logic that would be useful for other language server implementations.  There is already a go.lsp.dev/protocol package that contains significant overlap with the version of protocol included in gopls, and is depended on by several other LSP implementations for other languages that are written in Go.

Proposal would be to align `gopls/internal/lsp/protocol` with `go.lsp.dev/protocol`:
-  `go.lsp.dev/protocol` appears to be manually maintained.  The auto generation logic in `gopls/internal/lsp/protocol` could be moved there and  `go.lsp.dev/protocol` becomes the single source of truth for all type and interface definitions.
- mappers and other logic for manipulating LSP related types could also be consolidated with `go.lsp.dev/protocol` as long as they are not go-specific
- What's left should mainly be go-specific and could then become a "go-protocol" package that is make external
Repository: material-ui
Issue: [Typography] Rename Typography -> Text
Labels: waiting for 👍,component: Typography,package: system,package: material-ui,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

`<Typography />` is a complex word to type and I feel `<Text />` is simpler and easier.
"Text" is also probably more internationally known then "Typography". Bit of a fancy word in English.
Characters of code would be reduced and manual coding we do use `<Typography />` a lot when typing, would be nice to cut the word count by 60% and just use `<Text />`.

### Examples 🌈

`<Typography />` -> `<Text />`

### Motivation 🔦

Make it easier for devs to code Material UI.
Repository: vscode
Issue: Support input validation in quick pick
Labels: feature-request,ux,quick-pick,papercut :drop_of_blood:

Support input validation in quick pick

<img width="629" alt="image" src="https://github.com/microsoft/vscode/assets/10746682/d700f931-b8cf-4903-ab31-1685d02c48f8">

or

<img width="627" alt="image" src="https://github.com/microsoft/vscode/assets/10746682/55a3c07d-d3fd-424e-9ea0-d63425ffe52c">

CC @daviddossett
Repository: vscode
Issue: Notebook -- can't search rendered markdown in Firefox
Labels: bug,notebook-find

1. Open vscode.dev in firefox.
2. Access a repo with notebooks, ie: https://github.com/donnemartin/data-science-ipython-notebooks
3. search for something in rendered markdown.
4. the highlights don't show up in rendered markdown, only in code inputs.

![image](https://github.com/microsoft/vscode/assets/31675041/1a543403-da18-442f-974a-7f291d835198)
Repository: go
Issue: x/pkgsite: build issues on AIX and Plan 9
Labels: OS-Plan9,OS-AIX,pkgsite

We've disabled the AIX and Plan 9 builders for pkgsite because of two dependencies that break on those platforms respectively:

* github.com/go-git/go-billy/v5 and github.com/go-git/go-git/v5 are broken on AIX (These are the same packages causing #58308)
* github.com/lib/pq is broken on Plan 9 (I've sent pull request https://github.com/lib/pq/pull/1133) but it seems like pull requests are not frequently reviewed.

Once these fixed either upstream or through removing a dependency, we can remove the code in x/build/dashboard/builders.go that disables these on the Plan9 and AIX builders and their misc-compile builders.
Repository: godot
Issue: CharacterBody2D jiggles when going up against a wall from a slope
Labels: bug,confirmed,topic:physics,topic:2d

### Godot version

4.1.stable

### System information

Godot v4.1.stable - Windows 10.0.22000 - Vulkan (Forward+) - dedicated GeForce MX350 () - Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz (8 Threads)

### Issue description

When using any kind of standard 2D platformer movement(something with gravity, left-right movement and maybe a jump, although the latter is not necessary) on a CharacterBody2D, going up against a wall from a slope like this:
![image](https://github.com/godotengine/godot/assets/100634834/27ca1f0e-9408-4ccd-955a-4ba73ec7480b)(in this case it's the left wall)
causes the character to jiggle.

This problem has been in the engine at least since Godot 3, and I've never seen a malleable solution that doesn't require a wall of code.

### Steps to reproduce

1 - create a scene with a 45 degree slope that goes right up against a wall in a StaticBody2D, like the left wall in this image:
![image](https://github.com/godotengine/godot/assets/100634834/27ca1f0e-9408-4ccd-955a-4ba73ec7480b)
2 - create a CharacterBody2D with the "Basic Movement" template, or create another script of your liking that has at least gravity and left-right movement;
3 - either make the collisions visible on debug or add a Sprite2D to the CharacterBody2D, so you can see the jiggle;
4 - debug, and move the character up against the wall up the slope, to see the small jiggles;

Also, for a suggestion: to see it better, make the window size something small and put ot on full screen with the viewport mode, because on a larger scale, it's practically invisible.

### Minimal reproduction project

[min reproduction.zip](https://github.com/godotengine/godot/files/12043034/min.reproduction.zip)
Repository: material-ui
Issue: [RFC][material] Add template and guides on how to build a component library on top of Material UI
Labels: waiting for 👍,RFC

### What's the problem? 🤔

One use case for Material UI is to use it build a custom component library on top of it, but we don't have a template or a guide on how to do it.

### What are the requirements? ❓

Provide a starting point for users that need to build a component library on top of Material UI.

### What are our options? 💡

Alternative/additional options:

- Writing a blog post on how to set up a component library on top of Material UI
- Having one cross-product template/guide on which the user can decide between Base UI, Joy UI, and Material UI

### Proposed solution 🟢

- Add a component library template that's ready to start building upon
- The template will go in the examples directory: https://github.com/mui/material-ui/tree/master/examples
- Add guides on how to develop and deploy a component library using the template

The configuration and setup for the template are yet to be defined, that's the main purpose of this RFC: **What would you like this template to look like**. Of course, different configurations can be added in the future but the goal of this issue is to provide at least one.

### Resources and benchmarks 🔗

- Base UI's WIP component library template: https://github.com/michaldudak/rebased-design-system
- Bit's blog: ["Building a Composable Material UI Design System with Bit"](https://blog.bitsrc.io/building-a-composable-material-ui-design-system-with-bit-875a0bdeaac8)
Repository: rust
Issue: Hint that FnOnce should be used when Fn is not sufficient
Labels: A-diagnostics,T-compiler

### Code

```Rust
fn wants_fn_once(f: impl Fn()) {
    f();
}

fn takes_owernship(x: String) {
    println!("{x}");
}

fn main() {
    let x = String::from("hello");
    wants_fn_once(move || takes_owernship(x));
}
```


### Current output

```Shell
error[E0507]: cannot move out of `x`, a captured variable in an `Fn` closure
  --> src/main.rs:11:43
   |
10 |     let x = String::from("hello");
   |         - captured outer variable
11 |     wants_fn_once(move || takes_owernship(x));
   |                   -------                 ^ move occurs because `x` has type `String`, which does not implement the `Copy` trait
   |                   |
   |                   captured by this `Fn` closure

For more information about this error, try `rustc --explain E0507`.
```


### Desired output

```Shell
Some kind of hint that this can be solved by using the `FnOnce` trait
```


### Rationale and extra context

I added the `move` keyword thinking that would solve my problem, perhaps `move` + `Fn()` / `FnMut()` could already be a compiler error of its own class? 

### Other cases

_No response_

### Anything else?

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=46760f6a63ba9915ece48288b0a055ec
Repository: go
Issue: x/tools/go/analysis: show invalid usage of errors.As()
Labels: NeedsInvestigation,FeatureRequest,Tools

**Is your feature request related to a problem? Please describe.**

This fails:

```
package main

import (
	"errors"
	"fmt"
	"os"
)

type CustomError struct {
	Msg string
}

func (e CustomError) Error() string {
	return e.Msg
}

func main() {
	// You can replace this with your actual function which returns an error
	err := fmt.Errorf("this is a wrapped error: %w", &CustomError{Msg: "custom error"})

	customErr := CustomError{}
	if errors.As(err, &customErr) {
		// Here you can handle your custom error
		fmt.Println("This is a custom error:", customErr.Msg)
	} else {
		// Here you handle all other errors
		fmt.Println(":-(  sad - not exptected")
		fmt.Println(err)
		os.Exit(1)
	}
}
```

**Describe the solution you'd like**

I would like to get a warning if I provide a pointer to a struct to errors.As().

Changing the line to this works:

```
customErr := &CustomError{}
```

That's easy to get wrong, and it takes some time to find the error.

**Describe alternatives you've considered**

I considered the alternative: don't make mistakes. But sorry, I am not perfect.
Repository: flutter
Issue: Audit and remove all `TODO(<User>)` comments in the engine codebase.
Labels: engine,P2,c: tech-debt,team-engine,triaged-engine
Repository: opencv
Issue: HOGDescriptor produces an unuseful error message "vector<T> too long" if the input image is too small.
Labels: bug

### System Information

OpenCV Python version 4.7.0
on a MacOS with Python 11.

### Detailed description

When the input image is too small, `HOGDescriptor` produces the unuseful error message "vector<T> too long" (according to [this user](https://stackoverflow.com/q/76682137/7328782), on my system I only see "vector" as error message, probably Python is cutting it off at the `<` character).

With the default arguments, the image is too small to create any blocks. This situation should be reported to the user, but it looks like it's not caught, instead something else fails in the code.

### Steps to reproduce

```python
import cv2
import numpy as np

img = np.zeros((16, 193), 'u1')
hog = cv2.HOGDescriptor()
desc = hog.compute(img)
```
error:
```none
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
cv2.error: vector
```


### Issue submission checklist

- [X] I report the issue, it's not a question
- [X] I checked the problem with documentation, FAQ, open issues, forum.opencv.org, Stack Overflow, etc and have not found any solution
- [ ] I updated to the latest OpenCV version and the issue is still there
- [X] There is reproducer code and related data files (videos, images, onnx, etc)
Repository: rust
Issue: rustdoc-json: Dangling ID when private struct used in bound for pub-on-pub impl
Labels: T-rustdoc,C-bug,A-rustdoc-json

With the code:

```rust
#![feature(no_core)]
#![no_core]

pub trait Trait {}

pub struct Pub;
struct Priv;

impl Trait for Pub where Priv: Trait {}
```

fails to valididate in jsondoclint:

```
---- [rustdoc-json] tests/rustdoc-json/impls/private_generic_bound.rs stdout ----

error: jsondoclint failed!
status: exit status: 1
command: "/home/gh-aDotInTheVoid/rust/build/aarch64-unknown-linux-gnu/stage0-tools-bin/jsondoclint" "/home/gh-aDotInTheVoid/rust/build/aarch64-unknown-linux-gnu/test/rustdoc-json/impls/private_generic_bound/private_generic_bound.json"
stdout: none
--- stderr -------------------------------
0:4:1635 not in index or paths, but referred to at '$.index["0:6"].inner.impl.generics.where_predicates[0].bound_predicate.type.resolved_path.id'
Error: Errors validating json /home/gh-aDotInTheVoid/rust/build/aarch64-unknown-linux-gnu/test/rustdoc-json/impls/private_generic_bound/private_generic_bound.json
------------------------------------------
```

Because it produces (redacted)

```json
    "0:6": {
      "inner": {
        "impl": {
          "blanket_impl": null,
          "for": {"resolved_path": {"id": "0:2:1634", "name": "Pub"}},
          "generics": {
            "where_predicates": [
              {
                "bound_predicate": {
                  "bounds": [
                    {
                      "trait_bound": {"modifier": "none", "trait": {"id": "0:1:1633", "name": "Trait"}}
                    }
                  ],
                  "type": {"resolved_path": {"id": "0:4:1635", "name": "Priv"}}
                }
              }
            ]
          },
          "is_unsafe": false,
          "items": [],
          "negative": false,
          "provided_trait_methods": [],
          "synthetic": false,
          "trait": {"id": "0:1:1633", "name": "Trait"}
        }
      },
      "name": null
    }
  },
```

This pattern comes up in practice eg:

https://github.com/rust-lang/rust/blob/a161ab00dbf660dd587ee42a8c855bac94047ddb/library/core/src/iter/adapters/flatten.rs#L139-L146

where `TrustedLen` and `FlatMap` are part of `core`s public API, but `FlattenCompat` isn't.

HTML get's arround this by not linking to the item:

![screenshot of impl from core in rustdoc](https://github.com/rust-lang/rust/assets/28781354/15394fac-5f73-4452-8434-483a263ad255)

![screenshot of impl from MCVE in rustdoc](https://github.com/rust-lang/rust/assets/28781354/9e26695e-8fad-462e-8469-da8c25662eae)

I have no idea what the right thing to do here is design-wise.
Repository: godot
Issue: CanvasItem clip children is extremely slow
Labels: bug,topic:rendering,confirmed,topic:2d,performance

### Godot version

4.1 stable

### System information

macOS, Android, iOS - all renderers

### Issue description

We're making a mobile game, and we were getting poor performance on Android. After some testing we found that having even a small number of nodes with clipping enabled was the culprit, making this feature borderline unusable. Turning clipping off brought the game back up to acceptable FPS. 

The slowness happens in all renderers and not just on mobile. Having more children being clipped does not seem to matter much - only the total number of nodes with clipping enabled. 

I would normally assume that clipping might have a significant performance impact, but [this blog post](https://godotengine.org/article/godots-2d-engine-gets-several-improvements-upcoming-40/) stated that clipping happens "at literally no cost", which sounded too good to be true, but based on that this result is very unexpected.

If a notable performance hit is indeed expected when using this, it would be nice to have documented.



### Steps to reproduce

Run MRP main scene. Press enter to toggle clipping on and off, and observe huge FPS change. (note vsync is off)
On my M1 Mac it drops from around 1300 fps to about 75.

### Minimal reproduction project

[ClipChildrenSlow.zip](https://github.com/godotengine/godot/files/12044319/ClipChildrenSlow.zip)
Repository: godot
Issue: Godot 4.1 slow down when resizing window - Windows 11 - Forward+
Labels: platform:windows,discussion,topic:rendering,performance

### Godot version

v4.1.stable.official [970459615]

### System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.3889) - 11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz (8 Threads)

### Issue description

When using forward+ and mobile renderer the game window does not update while it is being resized.
The window content updates when the cursor comes to a stop (without releasing left mouse button).
When recording with OBS it seems to update more frequently as shown in the video.

This issue does not occur with the compatibility renderer

resizing with forward+

https://github.com/godotengine/godot/assets/122149176/a8cf8370-4c3b-44b6-9f70-c079c4e2886f


resizing with compatibility 

https://github.com/godotengine/godot/assets/122149176/27d59c29-691a-4c8d-be8e-eab8f407f759



### Steps to reproduce

Resize the window of any project produced by Godot 4.1 or the Godot editor.

example shown in video
[spinning-cube.zip](https://github.com/godotengine/godot/files/12044718/spinning-cube.zip)


### Minimal reproduction project

[spinning-cube.zip](https://github.com/godotengine/godot/files/12044718/spinning-cube.zip)
Repository: flutter
Issue: `module_test_ios.dart` uses external plugins
Labels: a: tests,team,framework,P3,team-ios,triaged-ios

Currently the test is using the following actual plugins:
- url_launcher
- android_alarm_manager
- google_sign_in_ios

This is problematic; while the versions are pinned, any of their dependencies will be unpinned, and that's caused issues before. It also exposes this test to unnecessary network and pub.dev flake. Also, `android_alarm_manager` has been discontinued for several years; I'm kind of surprised the Dart code still builds.

It looks like the goal is to cover:
1. a dependency on a plugin that supports iOS
2. a dependency on a plugin that doesn't support iOS
3. a dependency on a plugin that supports iOS, which itself has a Pod dependency

1 and 2 should be replaced with locally created plugins. That may not be viable for #3 though.
Repository: flutter
Issue: `plugin_lint_mac.dart` uses external plugins
Labels: a: tests,team,framework,a: desktop,P2,team-macos,triaged-macos

The test is currently using `url_launcher` and `url_launcer_macos`. This is problematic; while the versions are pinned, any of their dependencies will be unpinned, and that's caused issues before. It also exposes this test to unnecessary network and pub.dev flake.

They have a comment saying they are "(randomly selected) first-party plugins that support iOS and macOS". It also adds some locally created plugins; it's not immediately clear to me what added value the external plugins are providing. We should see if we can just remove them without meaningfully reducing coverage.
Repository: flutter
Issue: `build_ios_framework_module_test.dart` uses external plugins
Labels: a: tests,team,framework,P3,team-ios,triaged-ios

This plugin uses `package_info` and `connectivity`, both of which have been discontinued for a couple of years, so it's only a matter of time until they stop being compatible. If possible we should replace them with locally created-on-the-fly plugins.

This may be problematic for `connectivity`, which looks like it was probably there to test a plugin that had a pod dependency.

(See also https://github.com/flutter/flutter/issues/130539 for plugin-with-external-pod testing.)
Repository: flutter
Issue: `module_custom_host_app_name_test.dart` uses external plugins
Labels: a: tests,team,framework,P3,team-android,triaged-android

The tests use `package_info` and `device_info`, both of which have been discontinued for a couple of years, so it's only a matter of time until they stop being compatible. If possible we should replace them with locally created-on-the-fly plugins.