sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: electron
Issue: [Feature Request]: Handle client certificate selection in Electron's net module
Labels: enhancement :sparkles:,component/net

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/master/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/master/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

Electron's net module will throw the net::ERR_SSL_CLIENT_AUTH_CERT_NEEDED error when a net.request's url requires a client cert, rather than intercepting the error and attempting to allow the selection of a certificate.

### Proposed Solution

In the BrowserWindow, when requests are made to endpoints requiring a client cert, the error is intercepted and a 'select-client-certificate' event is fired. On the app or BrowserWindow's webContents, you can listen for this event and select a certificate from a list of certs found on the user's machine.

It would be a great feature if Electron's net module had the same behavior.

### Alternatives Considered

I've considered using the BrowserWindow, but while working through Electron's security recommendations it seems utilizing the net module could help with web security.

### Additional Information

I'm running Electron 12.0.11 on macOS Big Sur 11.4
Repository: angular
Issue: Calling navigateByUrl with a path with a trailing slash matches wildcard route
Labels: area: router,P3

# Bug Report

### Affected Package
The issue is caused by package @angular/router, specifically `DefaultUrlSerializer`.


### Is this a regression?
Doesn't seem to be a regression.


### Description
Using `navigate(["test/"])` will take you to /test. Using `navigateByUrl("test/")` will match the wildcard route. When `navigateByUrl` is used, `DefaultUrlSerializer.parse` returns a `UrlTree` that contains an extra `UrlSegment` with an empty path at the end. 

Sorry if this is intended and not an issue, but it was unexpected behavior to me and seems inconsistent with other methods of navigation including calling `navigate`, using `routerLink`, or a plain `href`.

## Minimal Reproduction
https://stackblitz.com/edit/parseurl

## Your Environment

**Angular Version:**
<pre><code>
Angular CLI: 11.2.13
Node: 14.16.1
OS: darwin x64

Angular: 11.2.14
... animations, common, compiler, compiler-cli, core, forms
... language-service, localize, platform-browser
... platform-browser-dynamic, router, service-worker, upgrade
Ivy Workspace: <error>

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1102.13
@angular-devkit/build-angular   0.1102.13
@angular-devkit/core            11.2.13
@angular-devkit/schematics      11.2.13
@angular/cdk                    11.2.12
@angular/cli                    11.2.13
@schematics/angular             11.2.13
@schematics/update              0.1102.13
ng-packagr                      11.2.4
rxjs                            6.6.7
</code></pre>

I have also tried with 12.1.0

### Anything else relevant?
For now, I have created a custom serializer that extends `DefaultUrlSerializer` and strips trailing slashes.
Repository: create-react-app
Issue: [wp5] Update dependencies in general on Webpack 5 branch
Labels: stale,needs triage,issue: bug report

Update dependencies on the wp5 branch:
* [ ] Webpack 5 related
* [ ] Post css 8 related

Reference: #9994
Repository: go
Issue: cmd/compile: inappropriate suggested token in case of syntax error in "if" statement
Labels: NeedsInvestigation,compiler/runtime

<!--
Please answer these questions before submitting your issue. Thanks!
For questions please use one of our forums: https://github.com/golang/go/wiki/Questions
-->

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.16.5 darwin/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="on"
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/marco/Library/Caches/go-build"
GOENV="/Users/marco/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/marco/go/pkg/mod"
GOOS="darwin"
GOPATH="/Users/marco/go"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.16.5"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/dev/null"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/z9/xrln_qks56jbzxjbhs04fpm80000gn/T/go-build771492184=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

Compile the following program

```
package main

func main() {
	if a := true: a { }
}
```

### What did you expect to see?

```
syntax error: unexpected :, expecting ;
```

If a SimpleStmt is parsed,  and the next token is not a semicolon, I expect the semicolon to be suggested in the error message.

### What did you see instead?

```
syntax error: unexpected :, expecting {
```
Repository: flutter
Issue: [flutter_plugin_tools] Document the local requirements for `format`
Labels: p: tooling,d: api docs,package,team-ecosystem,P3,triaged-ecosystem

Our contributing guide points to the tool README for the `format` command, but that README doesn't explain that the formatter relies on `java` and `clang-format` being installed and in the path. (It's in the help output, but that's much less discoverable.)
Repository: PowerToys
Issue: [Image Resizer] Show original image size
Labels: Idea-Enhancement,Product-Image Resizer

### Description of the new feature / enhancement

Show the original image's dimensions in the Image Resizer dialog.

### Scenario when this would be used?

In order to resize an image I need to know its original size. Pretty much any software that can tell me this information also has a resize feature, making Image Resizer useless in its current form.

### Supporting information

_No response_
Repository: godot
Issue: BoneAttachment Node Does Not Work on First Bone in Skeleton
Labels: bug,topic:animation,topic:3d

### Godot version

v3.3.3.rc.custom_build [64cfd5cba]

### System information

Arch Linux 

### Issue description

Using the `BoneAttachment` on the first bone of a skeleton, does not follow the animation. The model was created in and exported from Blender.

(The example project and this report mentions Godot 3.3.3, but I encountered this bug in 4.0, too.)

### Steps to reproduce


https://user-images.githubusercontent.com/18660100/124170380-a35b5f00-daa7-11eb-9d19-df688c99f38c.mp4

The video shows the model which was exported from Blender.
The model consists of two skeletons:
  - The red box contains one skeleton which consists of one single bone. This single bone has the `BoneAttachment` node attached to it, which in turn has the red prism as its child. The animation translates the bone in the up/down direction. The attached Prism does not follow.
  - The blue and green box do contain another skeleton which consists of two bones. The parent/root bone is attached to the blue box. A child bone is attached to the green box. Each of the bones do have a `BoneAttachment` node attached to them with the corresponding blue and green prisms. When the animation is played only the green prism, the prism which is attached to the child bone, follows the animation.

All prisms should follow their boxes.

### Minimal reproduction project

[blender_bone_test.zip](https://github.com/godotengine/godot/files/6750030/blender_bone_test.zip)
[godot_bone_attachment_bug.zip](https://github.com/godotengine/godot/files/6750032/godot_bone_attachment_bug.zip)
Repository: flutter
Issue: [plugin_tool]: Analysis fails because of missing generated code
Labels: p: tooling,package,team-ecosystem,P3,triaged-ecosystem

In pigeon we have a test harness that generates the code that will be tested before the tests execute.  I used to check in the generated code but then decided to stop checking it in, hoping that is easier for developers.  When I stopped checking in the generated code the analyzer ci bot started failing because the code imports code that doesn't exist yet.

Here is the PR: https://github.com/flutter/packages/pull/399

@stuartmorgan suggested that maybe we should provide a hook that would allow anyone to generate code before the `analyze` command executes.
Repository: flutter
Issue: Text widget support Unique / Attributed String feature
Labels: framework,f: material design,a: internationalization,f: cupertino,a: typography,c: proposal,team-design,triaged-design

## Use case
I got a request to display text with unique characters that only show on UITextField IOS or any other native textview
For example this text : 
ݺ،الخاين،الكذاب

as you can see, if you use safari or copy-paste the text to another Apple Native Object (UITextField, UILabel), you'll see something like this (e.g i copy paste it to Notes app)
<img width="397" alt="Screen Shot 2021-07-02 at 01 09 55" src="https://user-images.githubusercontent.com/33113137/124172342-e6cbc280-dad3-11eb-8066-de2a651911ff.png">

but if you copy the text and paste it to a Text widget or anything that show Text in flutter, you'll see something like this (actually it will happened also on every non native apple's text object, e.g you copy-paste the text to VSCode)
<img width="454" alt="Screen Shot 2021-07-02 at 01 26 07" src="https://user-images.githubusercontent.com/33113137/124172994-b3d5fe80-dad4-11eb-8768-658689d4a34c.png">

It show like expected with this plugin
https://pub.dev/packages/flutter_native_text_input

I've read about what make Text object in IOS native so special, i think because they have Uniform Type Identifier (UTI) that show  attributed strings, 
https://developer.apple.com/library/archive/documentation/StringsTextFonts/Conceptual/TextAndWebiPhoneOS/UsingCopy,Cut,andPasteOperations/UsingCopy,Cut,andPasteOperations.html

## Proposal
I need this feature available on Flutter, especially CupertinoTextField (must be great if it work with TextField also) and Text widget... i hope this is possible, Thankyou 🤝
Repository: godot
Issue: `Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)` doesn't work when losing and regaining focus in some cases
Labels: bug,platform:windows,needs testing,topic:input,topic:export

### Godot version

v3.3.2.stable.official

### System information

Windows 10, GLES3

### Issue description

I'm using Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED) to prevent the cursor from moving to secondary displays. It works fine when testing in the editor, but in non-debug builds it doesn't work.

### Steps to reproduce

Create a build of a project that sets the mouse mode to confined on _ready().

### Minimal reproduction project

N/A, can add later
Repository: PowerToys
Issue: get state of Awake (command-line)
Labels: Idea-Enhancement,Product-Awake

### Description of the new feature / enhancement

In addition to being able to enable/disable Awake (and perhaps other modules), can we determine its state programmatically?

Loosely related: #12126 (in that I'm inferring the systray icon does not know the current state, it just knows what state it last put the machine in).


### Scenario when this would be used?

I use a hotkey to effectively do what Awake does: keep the screen awake. In AutoHotKey (AHK), I use these functions:

```
PowerNext() {
  sh := ComObjCreate("WScript.shell")
  out := sh.Exec("bash.exe -c c:/Users/r2/bin/power_next_config.sh").StdOut.ReadAll()
  ; disable screen saver if the power plan includes "Active" in the name
  if InStr(out, "active") { ; case-insensitive
    DllCall("SystemParametersInfo", Int,17, Int,0, UInt,NULL, Int,2)
  } Else {
    DllCall("SystemParametersInfo", Int,17, Int,1, UInt,NULL, Int,2)
  }
  ; retrieve the now-current value of "screensaver-is-active"; 0=inactive, 1=active
  DllCall("SystemParametersInfo", Int,16,  UInt,NULL, "UInt *",SSACTIVE,   Int,0)
  ; show it to the user
  SSACTIVE := SSACTIVE ? "enabled" : "disabled"
  TrayTip Power Plan, Now: %out%ScreenSaver %SSACTIVE%, , 0x10
  Sleep 3000
  TrayTip
}

StatusAll() {
  ; https://docs.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-systemparametersinfoa
  DllCall("SystemParametersInfo", Int,16,  UInt,NULL, "UInt *",SSACTIVE,   Int,0)
  SSACTIVE := SSACTIVE ? "enabled" : "disabled"
  TrayTip Status, SSaver %SSACTIVE%`n, , 0x10
}
```

It would be nice to be able to replace Wscript calls with Awake command calls for simplicity, but in order to do that I need to be able to determine its state (without having to use the mouse).

### Supporting information

_No response_
Repository: pytorch
Issue: rename(**{}) should throw no error
Labels: triaged,module: named tensor

You may not be able to tell "rename me to the empty tuple" from "apply no renames to me", but fortunately they have the least upper bound of doing nothing.

cc @zou3519
Repository: excalidraw
Issue: onBeforeTextEdit and onBeforeTextSubmit callbacks
Labels: package:excalidraw

Hi! Can I capture the event when the user starts to edit a text element?
I want change the text right at the point in time when the edit starts, and change it again when the edit finishes.

My use-case is to implement native markdown links that render nicely... i.e. you click a text element and Obsidian opens another drawing or it opens a document. This link feature already works. 
What I want now is that while editing, the text reads "[[This is a link|alias]]" i.e. with full markdown markup, but when the user finishes editing the text is parsed and changed to "[[alias]]" or just "alias" or ":link:alias".

I can implement my own text element editor overlay, or I can implement ALT+click to toggle a text element between markup and rendered view, thus the user first ALT+clicks, then double clicks to edit the markup, then ALT+clicks again to toggle the text element to rendered view... but the nicest would be if I could capture the edit event and alter the text at that point in time.

Any suggestion or idea is most welcome!

_Originally posted by @zsviczian in https://github.com/excalidraw/excalidraw/discussions/3776_
Repository: PowerToys
Issue: handles and save for FancyZones
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

My practice is to set windows in the space, given what each has to display, and I would enjoy to be able to snap them is places and THEN adjust the grid configuration with handles and save the updated snap grid.

### Scenario when this would be used?

I work a lot with visual studio 2019, but sometimes I need another instance of VS or a web browser or a PDF viewer, and when I need to look a lot to both VS and other windows contents, it's useful to have the windows snapped into zones.

But I can't always predict exactly how big and organized will the zones be.
1. **Handles** to adjust those zones can be very practical.
2. **Saving or updating** the new configuration can be very practical.

### Supporting information

_No response_
Repository: TypeScript
Issue: Narrowing from `typeof x !== 'object'` incorrectly excludes functions.
Labels: Suggestion,In Discussion

# Bug Report

<!--
  Please fill in each section completely. Thank you!
-->

### 🔎 Search Terms
typeof object function narrow, type narrowing

<!--
  What search terms did you use when trying to find an existing bug report?
  List them here so people in the future can find this one more easily.
-->

### 🕗 Version & Regression Information

Present in all recent versions from at least 3.3.3333 through the current nightly 4.4.0-dev.20210701

<!-- When did you start seeing this bug occur?

"Bugs" that have existed in TS for a long time are very likely to be FAQs; refer to
  https://github.com/Microsoft/TypeScript/wiki/FAQ#common-bugs-that-arent-bugs

If possible, please try testing the nightly version of TS to see if it's already been fixed.
For npm: `typescript@next`
This is also the 'Nightly' version in the playground: http://www.typescriptlang.org/play/?ts=Nightly

Note: The TypeScript Playground can be used to try older versions of TypeScript.

Please keep and fill in the line that best applies:
-->
- This is the behavior in every version I tried, and I reviewed the FAQ for entries about "typeof" and "narrow"

### ⏯ Playground Link

[Playground link](https://www.typescriptlang.org/play?ts=4.3.4#code/DYUwLgBAHghAXBAzmATgSwHYHMA+B7AIwCsQBjMAbggHpqIcAxAVw3LTwwoCg0AzCABQBGCAB4IAJgCU0CAF5BMuQD4IQ7j34CwATwAOIPPygQYchQHJCJchZkBvLhAhNEIAMqpMWAVClVaJAALPCZgABMIXgBDNGAAGggCJkhwvBBEDAswLgBfLi5wsmBolBAoljYOFzdPdGwBRARkeqwpBAA3PDRw7iA)

<!--
  A link to a TypeScript Playground "Share" link which shows this behavior

  The TypeScript Workbench can be used for more complex setups, try
  https://www.typescriptlang.org/dev/bug-workbench/

  As a last resort, you can link to a repo, but these will be slower for us to investigate.
-->

### 💻 Code

<!-- Please post the relevant code sample here as well-->
```ts
let x!: string|object; // |Function;
if (1 < 2) x = () => 1;

if (typeof x !== 'object') {
  useString(x); // should fail, but doesn't
}

declare function useString(s: string): void;
```

### 🙁 Actual behavior

The type narrowing for `typeof x !== 'object'` pruned the entire `|object` branch from `x`'s type union, but `typeof` can return either "object" or "function" for values of type `object`, so this is overzealous.  This causes `x` inside the conditional to be incorrectly narrowed to just `string` when we can clearly see from the earlier line that it's been assigned a function, which is incorrectly passed to `useString` with no complaint.

### 🙂 Expected behavior

Excluding "object" from `typeof x` should not remove `|object` from its type, in the same way that it doesn't narrow `unknown` any further.  This would cause the appropriate type error from passing a function to `useString`.

Note that if an explicit `|Function` branch is added to to `x`'s type union then the narrowing proceeds as expected.
Repository: godot
Issue: Godot resizing window to match primary display when requested to draw in secondary monitor
Labels: bug,platform:linuxbsd,topic:editor,topic:porting

### Godot version

3.3 stable

### System information

Linux Mint

### Issue description

I have two monitors:

External Monitor 1: 1920x1080 (External monitor)
Laptop Monitor 2: 1366x768 (laptop)

I have Godot running in Monitor 1 and running the game in Monitor 1 with Windowed mode with no scaling. Whatever I set as the height it is being reduced the maximum allowable size that the window (as below examle) can fit inside the viewable area of the laptop. In this example I set the game to be 1024x768 but the Window is show as 1024x714, i.e. 768 minus the task bar minus the window decoration.

In the editor settings I have run set to 'current window' and then tried explicitly 'monitor 1'. Either way it starts correctly in the external monitor but is resized to fit the screen minus task bar of the laptop.

If I turn off the display on my laptop and just have the external monitor, it works fine. If I set my external monitor as my 'primary', it works.

So, no matter what I do, Godot is taking the maximum size of my laptop primary display viewable area and resizing my game display, rather than taking the metrics of the display being requested.

![image](https://user-images.githubusercontent.com/12863685/124189137-2d132880-dab8-11eb-8b24-773ccae52f88.png)



### Steps to reproduce

As above, I simply create a game to fit my monitor, but is larger than my laptop and it gets resized.

### Minimal reproduction project

_No response_
Repository: flutter
Issue: Button behaves differently in Web/Desktop and Mobile
Labels: platform-android,platform-ios,framework,f: material design,d: api docs,has reproducible steps,P3,found in release: 2.2,found in release: 2.3,team-design,triaged-design

[Expected] Flutter Web (beta and dartpad):
![image](https://user-images.githubusercontent.com/351125/124191141-bbc47d00-da99-11eb-870f-31e091521e14.png)

[Weird] Android (tested on beta):
<img src="https://user-images.githubusercontent.com/351125/124191220-ddbdff80-da99-11eb-955d-95d6e3377cba.png" height="150">


```dart
return Column(
          children: [
            for (int i = 0; i < 5; i++)
              ElevatedButton(
                style: ElevatedButton.styleFrom(
                  primary: Colors.red,
                  padding: EdgeInsets.zero,
                  minimumSize: Size.zero,
                  visualDensity: VisualDensity.standard,
                  fixedSize: const Size(100, 8),
                  shape: const RoundedRectangleBorder(),
                  elevation: 0,
                ),
                onPressed: () {},
                child: Container(),
              )
          ],
        );
```
Possible fix: wrap ElevatedButton in SizedBox. This, however, shouldn't be necessary with the fixedSize property.

```
[✓] Flutter (Channel beta, 2.3.0-24.1.pre, on macOS 11.4 20F71 darwin-x64,
    locale en-BR)
    • Flutter version 2.3.0-24.1.pre at /usr/local/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 615957513e (6 days ago), 2021-06-25 09:24:44 -0700
    • Engine revision 9d517f475b
    • Dart version 2.14.0 (build 2.14.0-188.5.beta)
```
Repository: PowerToys
Issue: Dragging Windows Laggy/Unresponsive When Using Remote Desktop
Labels: Issue-Bug,Product-FancyZones,Area-Quality,Needs-Team-Response

### Microsoft PowerToys version

0.41.4

### Running as admin

- [x] Yes

### Area(s) with issue?

FancyZones

### Steps to reproduce

This issue has always been present AFAIK. Issue only happens with remote desktop software, including the built in Windows Remote Desktop. It's not a network issue (connected directly and quality settings are on high).
[PowerToysReport_2021-07-01-17-41-53.zip](https://github.com/microsoft/PowerToys/files/6750935/PowerToysReport_2021-07-01-17-41-53.zip)


### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

When dragging windows between zones. The movement of the mouse/windows and the overlay of the zones is very laggy and unresponsive.

### Other Software

_No response_
Repository: create-react-app
Issue: How to configure CORS headers for fast-refresh json payload
Labels: stale,needs triage

```json
{
  "react": "^17.0.1",
  "react-scripts": "4.0.3"
}
```

My React app is loaded across domain in development, and I have configured my React app to also load bundle chunks across domain using `__webpack_public_path__`.

For example:

Page on `https://test.local` -> embeds `https://host.docker.internal:3002/static/js/bundle.js` -> loads `https://host.docker.internal:3002/static/js/0.chunk.js`.

The issue is during hot-loading, the update JSON is also loaded from cross-domain resulting in a CORS error:

<img width="916" alt="CleanShot 2021-06-22 at 18 10 09@2x" src="https://user-images.githubusercontent.com/199204/123043314-74a40f80-d43b-11eb-9e2c-584902ab627e.png">

As CRA doesn't allow configuration access to webpack-dev-server, I can't think of a way around this aside from disabling fast-refresh via the `FAST_REFRESH=false` env variable.

Does anyone have a better idea or solution?