sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] Ability to set window type
Labels: type: feature request

### Describe the problem

Hello,
I am building a screenshot app where the whole screen is covered with an overlay. When i open a video or stream for example on youtube or twitch the video/stream is paused, as far as i understand it has something to do with the ms windows api. If i move the position of the overlay even one pixel, the video/stream runs again. On electron there is an option to set the window type to toolbar to make it work. I can't find that option in tauri.

### Describe the solution you'd like

It would be great if Tauri could provide a way to configure the window type, such as "toolbar", so that I can create a custom overlay that covers the entire screen without affecting the functionality of videos or streams. 

### Alternatives considered

_No response_

### Additional context

This is the code I have used so far:

```
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]

fn get_monitors_total_size(window: &tauri::Window) -> (f64, f64) {
    let mut total_size_x: f64 = 0.0;
    let mut total_size_y: f64 = 0.0;
    if let Ok(available_monitors) = window.available_monitors() {
        for monitor in available_monitors {
            let x = monitor.position().x as f64 + monitor.size().width as f64;
            let y = monitor.position().y as f64 + monitor.size().height as f64;
            if x > total_size_x {
                total_size_x = x;
            }
            if y > total_size_y {
                total_size_y = y;
            }
        }
    }
    (total_size_x, total_size_y)
}

#[tokio::main]
async fn main() {
    let app = tauri::Builder::default()
        .invoke_handler(tauri::generate_handler![])
        .build(tauri::generate_context!())
        .expect("error while building tauri application");
  
    let main_window = tauri::WindowBuilder::new(&app, "mainWindow", tauri::WindowUrl::App("src/blank.html".into()))
        .visible(false)
        .build()
        .expect("failed to build window");
        
    let (total_size_x, total_size_y) = get_monitors_total_size(&main_window);

    let screenshot_window = tauri::WindowBuilder::new(&app, "screenshotWindow", tauri::WindowUrl::App("src/index.html".into()))
        .position(0.0, 0.0)
        .inner_size(total_size_x, total_size_y)
        .transparent(true)
        .decorations(false)
        .fullscreen(false)
        .always_on_top(true)
        .focused(true)
        .resizable(false)
        .build()
        .expect("failed to build window");

  app.run(|_, _| {});
}
```
Repository: godot
Issue: Pressing Enter in the Export dialog's FileDialog cancels the export
Labels: bug,topic:editor,topic:export

### Godot version

3.5.stable

### System information

Windows 10

### Issue description

When exporting a project .pck file, pressing enter after typing the filename will result in an incomplete export.  Seems it cancels the export because the enter key is pressed.

Somebody said it also happens in 4.x, but I wasn't able to reproduce it (perhaps my project isn't large enough).

### Steps to reproduce

Using a project that has a lot of data to export.

Project|Export...
[Export PCK/Zip...]
Type a filename and press enter

Note the export is "instant".  If you export to a .zip file, it might contain only one exported file, which leads me to believe the enter key being pressed registers on the "cancel" button immediately cancelling the export.

### Minimal reproduction project

Not project specific and needs a large project that takes a few seconds to export.
Repository: deno
Issue: Provide better error messages on import typo
Labels: swc

## Reproduction

```ts
improt "https://deno.land/x/std/testing/asserts.ts" // test.ts
```

## Current error message

```ts
error: The module's source code could not be parsed: Expected ';', '}' or <eof> at file:///home/scarf/repo/lib42/frontend/test.ts:1:8

  improt "https://deno.land/x/std/testing/asserts.ts"
         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```

## Compared to tsc

```ts
tsc test.ts
test.ts:1:1 - error TS1435: Unknown keyword or identifier. Did you mean 'import'?

1 improt "https://deno.land/x/std/testing/asserts.ts"
  ~~~~~~


Found 1 error in test.ts:1
```

## Suggestion

```ts
error: The module's source code could not be parsed: Expected ';', '}' or <eof> at file:///home/scarf/repo/lib42/frontend/test.ts:1:8

  improt "https://deno.land/x/std/testing/asserts.ts"
         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

hint: Perhaps you meant to import a typescript module? (typo of improt)

  import "https://deno.land/x/std/testing/asserts.ts"
  ~~~~~~
```
Repository: TypeScript
Issue: *explicit* type guard passed to Array.filter does not narrow type
Labels: Help Wanted,Possible Improvement

# Bug Report

### 🔎 Search Terms

array.filter, type guard, explicit, is

### 🕗 Version & Regression Information

TS 3.9.7–5.1.6, target version ES2019 or later (releases earlier than 3.9.7 didn’t have Object.fromEntries)

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?esModuleInterop=false&target=6&noLib=false#code/JYOwLgpgTgZghgYwgAgKIBsIFsLmQb2TAE8AHCALjUywG0ByE8+gXQBpkEALYdAEyi4qAOQD2fCAH1aLZAF8AUKEixEKAMLiIAIXSiEAa2QQAHpBB8AztWy4wBImUrJ6CAEb0O3XgKHJLYFCgAOYy8krg0PBIyABiwBD8xma4VjY4eIRMzvQwnsggcDhUAUEgweHKUWpxCfwAMsAByeZpGLaZjuRUuej53vyCIFTxiXxhigrZ6cgAvMiaErr6RgA+tWPI66MNTWBTTshiEpJzM+ulIQoKMACuIAhgwKIgyMEQYACyH3AATAAUMDqfEaAUsVHaWAAlAQFABIQRgW5QV4AeTcACsII8AHQwKCiLCocBBCCWf7wuFAsagsCWHEDXwgSlwvG8FT-f7DI5aSRQqivJobXbNWYAPi6EFEMAKyAAhLN5vRLuV6MgAGTqgo46aKpUwPpQll49BwL5wUicg0w8XIA0MniDXBGuGunFYC1Wm0S2gwHGFHAcP2Moa0AAMLAA-DrRABlQIhf5QlhQtjwo1yIA)

### 💻 Code

```ts
interface Element { type: Elem['type'], children: Node_[] }
interface CodeBlock extends Element { type: 'cb', children: string[] }
interface Field extends Element { type: 'f', name: string }
interface FieldList extends Element { type: 'fl', children: Field[] }

type Elem = CodeBlock | Field | FieldList
type Node_ = Elem | string

function getMeta2(fieldLists: Elem) {
	return Object.fromEntries(
		fieldLists.children
			.filter((n: Node_): n is FieldList => typeof n !== 'string' && n.type === 'fl')
			.flatMap((fl) => fl.children)
			.map((f) => [f.name, f.children[0]?.toString()]),
	)
}
```

### 🙁 Actual behavior

```
> .flatMap((fl) => fl.children)
Property 'children' does not exist on type 'Node_'.
  Property 'children' does not exist on type 'string'.
```

### 🙂 Expected behavior

The return type of `filter` should be `FieldList[]`
Repository: godot
Issue: Shader compilation fails when running game but works in editor
Labels: bug,needs testing,topic:shaders

### Godot version

4.2

### System information

Windows 10

### Issue description

I have a shader with `#include` statement. The shader works fine in editor but when running the game i get an error:
![image](https://github.com/godotengine/godot/assets/6182189/b04a40d6-7241-4bf0-b7d5-0937a4af65ae)
The included file is also used by other shader and works fine in both editor and in game.

### Steps to reproduce

_Still trying to isolate the issue_

### Minimal reproduction project

_Still trying to isolate the issue_
Repository: flutter
Issue: Flutter element inspect issue on iOS for CupertinoDatePicker date picker 
Labels: c: new feature,platform-ios,framework,f: cupertino,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

We are using CupertinoDatePicker library to showing date on iOS
Testing team is doing automation and after inspecting that element in appium inspector property of this element is coming as **XCUIElementTypeOther**
Because of this it is not automatable in appium.
<img width="1252" alt="Screenshot" src="https://github.com/flutter/flutter/assets/55284420/541f0947-24bd-4c30-af7b-11254cafd3d8">

For native iOS app, we have inspected date picker and type property is appearing as **XCUIElementTypePickerWheel** and that is automatable usning s
<img width="1361" alt="Screenshot 2023-07-11 at 2 22 19 PM" src="https://github.com/flutter/flutter/assets/55284420/7bebf1ea-f3cc-4a06-9d31-643ae42ab35d">
endKeys function, which support XCtest.


Is there any way we can change property CupertinoDatePicker and element can be inspected as **XCUIElementTypePickerWheel**


### Expected results

Property of CupertinoDatePicker element should be specific to plateform (iOS) as **XCUIElementTypePickerWheel**
<img width="1361" alt="Screenshot 2023-07-11 at 2 22 19 PM" src="https://github.com/flutter/flutter/assets/55284420/a747cf43-ca49-4656-a622-6d94d8fa9143">


### Actual results

Property of CupertinoDatePicker element should be specific to plateform (iOS) is as **XCUIElementTypeOther**
<img width="1252" alt="Screenshot" src="https://github.com/flutter/flutter/assets/55284420/748d8840-214d-4902-8f24-4c3102618de4">


### Code sample

<details><summary>Code sample</summary>

```dart
[Paste your code here]
```

</details>
NA

### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
NA
Repository: material-ui
Issue: [Joy][Stack] `useFlexGap` overrides the custom root `gap` style override
Labels: bug 🐛,component: Stack,package: joy-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

https://codesandbox.io/s/cocky-mclaren-rvky7f?file=/index.tsx:465-475

### Current behavior 😯

While trying to temporarily fix an existing [issue](https://github.com/mui/material-ui/issues/37904) with the Stack component, I've noticed that you cannot override the `gap` style.

Extend the default theme, add `useFlexGap` as default property to the `Stack` component, then add a custom gap style override on the `root` slot.

I've set `gap: 0` but is seems that the gap is still applied.

### Expected behavior 🤔

I'm expecting the component to use the custom override.

### Context 🔦

_No response_

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  System:
    OS: macOS 13.4.1
  Binaries:
    Node: 20.4.0 - /usr/local/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 9.7.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 114.0.5735.198
    Edge: Not Found
    Safari: 16.5.1
  npmPackages:
    @emotion/react: 11.11.1 => 11.11.1 
    @emotion/styled: 11.11.0 => 11.11.0 
    @mui/base:  5.0.0-beta.6 
    @mui/core-downloads-tracker:  5.13.7 
    @mui/joy: 5.0.0-alpha.86 => 5.0.0-alpha.86 
    @mui/private-theming:  5.13.7 
    @mui/styled-engine:  5.13.2 
    @mui/system:  5.13.7 
    @mui/types:  7.2.4 
    @mui/utils:  5.13.7 
    @types/react: 18.2.14 => 18.2.14 
    react: 18.2.0 => 18.2.0 
    react-dom: 18.2.0 => 18.2.0 
    typescript: 5.1.6 => 5.1.6 
```
</details>
Repository: go
Issue: proposal: x/dl: add GODLPROXY= for support to specify the download site of the go installation package
Labels: Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->
add GODLPROXY= to specify the download site of the go installation package, and use the current address (https://dl.google.com/go/) as the default value instead of the only value

this proposal is about multi-version. see [Managing Go installations](https://go.dev/doc/manage-install)
I have installed 1.16.2 now, and I also want to experience 1.20.5, so I found pkg golang.org/dl, But when I try to execute go1.20.5 download, its default behavior is to download the compressed file required from https://dl.google.com/go, and this address cannot be configured. I can't connect to this address in my development environment, but there are mirror sites that can replace it, so I propose to add an environment variable to allow the configuration of the download address.

file dl/internal/version/version.go
```golang
// versionArchiveURL returns the zip or tar.gz URL of the given Go version.
func versionArchiveURL(version string) string {
        goos := getOS()

        ext := ".tar.gz"
        if goos == "windows" {
                ext = ".zip"
        }
        arch := runtime.GOARCH
        if goos == "linux" && runtime.GOARCH == "arm" {
                arch = "armv6l"
        }
        downloadURL := "https://dl.google.com/go/"
        
         // TODO use GODLPROXY if not empty 

        return downloadURL + version + "." + goos + "-" + arch + ext
}
```
Repository: create-react-app
Issue: Upgrade TypeScript to v5 in React-scripts
Labels: issue: proposal,needs triage

React-scripts currently relies on TypeScript up to v4, despite the availability of v5 since March. It would greatly benefit developers if the library were also compatible with TypeScript v5, ensuring that those of us already utilizing v5 can avoid any potential dependency conflicts
Repository: axios
Issue: ParamsSerializerOptions contains type definitions that are unnecessary from an implementation standpoint.
Labels: priority::medium

### Describe the bug

ParamsSerializerOptions contains type definitions that are unnecessary from an implementation standpoint.

https://github.com/DigitalBrainJS/axios/blob/92f0758429541b05c614dc25bc712379d8a41dbd/lib/helpers/buildURL.js#L51-L57

Under the current situation where documentation is not well maintained, mistakes and misunderstandings can occur with the following argument types.
Check the following examples.

```
axios.create({
  paramsSerializer: {
    encode: value => value
    serialize: value => value // Value not referenced at runtime
  }
})
```

So we should remove the pattern of receiving both functions by modifying the type.
Or you should update the documentation.

PR: https://github.com/axios/axios/pull/5770

### To Reproduce

_No response_

### Code snippet

_No response_

### Expected behavior

_No response_

### Axios Version

_No response_

### Adapter Version

_No response_

### Browser

_No response_

### Browser Version

_No response_

### Node.js Version

_No response_

### OS

_No response_

### Additional Library Versions

_No response_

### Additional context/Screenshots

_No response_
Repository: PowerToys
Issue: Jump with mousepointer to different screens if at edge (multi monitor setup)
Labels: Needs-Triage

### Description of the new feature / enhancement

A function to jump with the mousepointer directly to screens in a multi monitor setup would be great:

![image](https://github.com/microsoft/PowerToys/assets/6792983/e17cb9bd-77a7-4844-a438-9c53d91260fd)

Or to configure it this way:

![image](https://github.com/microsoft/PowerToys/assets/6792983/d3042df3-658a-484b-b365-00dd18966091)

Or like this:

![image](https://github.com/microsoft/PowerToys/assets/6792983/2edb8c8d-3942-4800-adc7-ad90e41d8810)

### Scenario when this would be used?

I have one multi Monitor setup, where i have my laptop on the desk and 3 screens above.
So if i move the mouse on the laptop to the right side, the mousepointer should go to the top right screen, if to the left, then on the top left screen. And also in the same way back to the laptop screen.

### Supporting information

As we already have the great PowerToys functionalities MouseWithoutBorders and MouseJump, this would be a great productivity addon.
Repository: godot
Issue: Document low processor mode not affecting the return value of `Engine.get_frames_per_second()`
Labels: topic:rendering,documentation

### Godot version

v4.1.stable.official

### System information

Windows 10, RX 6700 XT

### Issue description

Example Code:
```gdscript
func _pressed() -> void:
	print('Window Mode before: ', DisplayServer.window_get_mode())

	if DisplayServer.window_get_mode() == 2:
		DisplayServer.window_set_mode(0)
		print('Setting to 0')
	else:
		DisplayServer.window_set_mode(2)
		print('Setting to 2')

	print('Window Mode after: ', DisplayServer.window_get_mode())

```
Output after pressing the button 2 times:
```
Window Mode before: 0
Setting to 2
Window Mode after: 3
Window Mode before: 3
Setting to 2
Window Mode after: 3
```
The graphics driver has crashed once during my testing.

### Steps to reproduce

See Issue Description

### Minimal reproduction project

Any
Repository: godot
Issue: Window is not resizable with the borderless property enabled
Labels: discussion,documentation,topic:gui

### Godot version

v4.1.stable.official

### System information

Windows 10

### Issue description

A window is not resizable with the borderless property enabled even though it should be.
I was trying to recreate a UI similar to the one in discord or steam, where there is no native windows window border and title bar. Those are however resizable normally.

### Steps to reproduce

1. Enable Borderless
2. Enable Resizable

### Minimal reproduction project

n/a
Repository: PowerToys
Issue: [EDad][Power Toys]: Control + Spacebar selection shortcut does not work when PowerToys is running in background.
Labels: Issue-Bug,Area-Accessibility,Needs-Triage,A11yE+D,A11yUsable,Product-Peek

### Microsoft PowerToys version

0.70.1

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

Awake

### Steps to reproduce

**Test Environment:**
OS: Windows 11 Version Dev (22454.1000)
App version: 0.70.1
App name: Power Toys

**Repro Steps:**

1. Launch 'Power Toys' application.
2. Make sure if it is running in background. If its not, turn on PowerAwake.
3. Now open file explorer app, and try to select any file using, ctrl+ space bar key.

**Guidelines Reference:**
https://www.w3.org/WAI/WCAG21/Understanding/keyboard.html

**Attachment:**

https://github.com/microsoft/PowerToys/assets/87321414/5114885c-ab0d-482e-8529-e255f2e8ad4e



**EDad Bug Description:**

**Issue Description:**
When we use a screen reader, we used to be able to deselect an item by pressing control + spacebar on Desktop and File Explorer, when power toys is used control + spacebar doesn't work. 

**Repro Steps:** 
Run power toys.
Open file explorer
check with pressing control + spacebar on Desktop and File Explorer

 

**Actual Result:** 
Pressing control + spacebar on Desktop and File Explorer, when power toys is used control + spacebar doesn't work for select/ deselect. 

**Expected Result:** 
Pressing control + spacebar on Desktop and File Explorer, when power toys is used control + spacebar should work for select/ deselect.

==============================================================

From: iguchi@k.tsukuba-tech.ac.jp


To: eDAD@microsoft.com
CC:
Subject: [EXTERNAL] Control + Spacebar does not work with PowerToys

Thank you always. I use a screen reader. I used to be able to deselect an item by pressing control + spacebar on Desktop and File Explorere, but now I cannot. It is the same with Narrator and NVDA. I am 100% sure that this is because of Powertoys because if I terminate PowerToys, I can deselect items. The version is PowerToys v0.70.1 ボタン 1の10 Masaki

### ✔️ Expected Behavior

User must be select /unselect any file in file explorer using 'ctrl+ space bar', independent of condition PowerToys is running in system tray or not.

### ❌ Actual Behavior

User is unable to select/ unselect any file in file explorer using 'ctrl+ space bar', when PowerToys is running in the system tray. On pressing the shortcut, it opens in preview mode instead of getting selected.

### Other Software

**Other application used:**
Windows file explorer
Repository: deno
Issue: Investigate performance of "Buffer" from "node:buffer"
Labels: perf
Repository: angular
Issue: Pattern validator does not use Unicode mode when pattern is of type string
Labels: breaking changes,area: forms,forms: validators

### Which @angular/* package(s) are the source of the bug?

forms

### Is this a regression?

No

### Description

If the specified pattern is of type string, the pattern validator does not conform to [the HTML input specifications for the pattern attribute](https://html.spec.whatwg.org/multipage/input.html#the-pattern-attribute) and therefore does not support Unicode properties.

In particular, the specification states that
> If specified, the attribute's value must match the JavaScript [Pattern](https://tc39.es/ecma262/#prod-Pattern)[+UnicodeSetsMode, +N] production.

and

> Let anchoredPattern be the string "^(?:", followed by pattern, followed by ")$".

Especially the first one is important to use the Unicode properties.

A valid example for use in HTML would be  `[\p{L}\p{N}\-\.\(\) ]{2,}`.

In order to fix this issue, this
https://github.com/angular/angular/blob/1bf99e2f9265ce5c289763c5150c3ba4264fd7aa/packages/forms/src/validators.ts#L538-L546
could be replaced by

```ts
regexStr = pattern;
regex = new RegExp(`^(?:${ pattern })$`, 'u');
```

### Please provide a link to a minimal reproduction of the bug

_No response_

### Please provide the exception or error you saw

_No response_

### Please provide the environment you discovered this bug in (run `ng version`)

```true
Angular CLI: 16.1.4
Node: 18.12.1
Package Manager: npm 9.6.6
OS: win32 x64

Angular: 16.1.4
... animations, cli, common, compiler, compiler-cli, core, forms
... language-service, platform-browser, platform-browser-dynamic
... router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1601.4
@angular-devkit/build-angular   16.1.4
@angular-devkit/core            16.1.4
@angular-devkit/schematics      16.1.4
@schematics/angular             16.1.4
rxjs                            7.8.1
typescript                      5.0.4
```


### Anything else?

_No response_
Repository: pytorch
Issue: Add a diagram showing the code structure to CONTRIBUTING.md 
Labels: module: docs,triaged

### 📚 The doc issue

Add a diagram showing the code structure to CONTRIBUTING.md 



### Suggest a potential alternative/fix

I will supply a diagram showing the simplified important parts of the code structure. I will put it in the top level folder - if it should be moved to a sub folder please let me know.  

cc @svekars @carljparker