sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: node
Issue: Implement OpenSSL MDC2
Labels: doc

### Affected URL(s)

_No response_

### Description of the problem

For our customers we have to calculate an MDC2. We chose OpenSSL since its comatible with NodeJS.

Steps installing OpenSSL:
- clone repo
- modify config -> ./Configure enable-mdc2
- building + installing

as far as i can tell you, it works i can calculate an MDC2

example:
openssl dgst -provider legacy -mdc2 test.js 
MDC2(test.js)= a1d2a267c8c3d7e6326550ec4cac4ebc

Note: calling openssl without param "-provider legacy" will not work. -> MDC2 Deprecated but still works.


So far so good, now I want to implements OpenSSL in NodeJS. 

Checked the "defines" in node/deps/openssl/openssl.gyp

targets -> openssl -> defines -> #'OPENSSL_NO_DEPRECATED' is commented out, so legacy functions should be available

also checked node/deps/openssl/openssl.gypi and noticed that file incluedes:
'openssl/crypto/mdc2/mdc2_one.c',
'openssl/crypto/mdc2/mdc2dgst.c',

So far so good, thought node was setup correctly so i can build and call MDC2. After building and installing node i called crypto.getHashes(); and get the following result:

RSA-MD5
RSA-SHA1
RSA-SHA1-2
RSA-SHA224
RSA-SHA256
RSA-SHA3-224
RSA-SHA3-256
RSA-SHA3-384
RSA-SHA3-512
RSA-SHA384
RSA-SHA512
RSA-SHA512/224
RSA-SHA512/256
RSA-SM3
blake2b512
blake2s256
id-rsassa-pkcs1-v1_5-with-sha3-224
id-rsassa-pkcs1-v1_5-with-sha3-256
id-rsassa-pkcs1-v1_5-with-sha3-384
id-rsassa-pkcs1-v1_5-with-sha3-512
md5
md5-sha1
md5WithRSAEncryption
sha1
sha1WithRSAEncryption
sha224
sha224WithRSAEncryption
sha256
sha256WithRSAEncryption
sha3-224
sha3-256
sha3-384
sha3-512
sha384
sha384WithRSAEncryption
sha512
sha512-224
sha512-224WithRSAEncryption
sha512-256
sha512-256WithRSAEncryption
sha512WithRSAEncryption
shake128
shake256
sm3
sm3WithRSAEncryption
ssl3-md5
ssl3-sha1


As we can see, MDC2 is NOT listed and I dont know why. Final goal would be to call
crypto.createHash('mdc2', 'somestuff');. But as long as Node can't "see" MDC2 it wont work.
Repository: material-ui
Issue: [docs] Improve documentation discoverability
Labels: docs

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

Documentation that is simple structured and easy to catch up

### Examples 🌈

https://reshaped.so/content/docs/getting-started/overview

### Motivation 🔦

If I visit the MUI documentation, I'm a bit confused about the different areas 
![image](https://user-images.githubusercontent.com/87228994/184322253-d6c86b20-e465-4bea-9e6a-b9ce07d4e1de.png)
and inside the documentation I think the structure can be also optimized. I've sharing one example that I found, that I really like from the visibility (Although it's not yet so extensive like MUI)
Repository: TypeScript
Issue: Support inlay hints in Visual Studio (2019/2022)
Labels: Suggestion,Visual Studio,Awaiting More Feedback

# Suggestion

Visual Studio Code has support for inlay hints since https://github.com/microsoft/TypeScript/pull/42089
https://www.typescriptlang.org/docs/handbook/release-notes/typescript-4-4.html#inlay-hints

This feature should be available with Visual Studio (Not VS code), too.

## 🔍 Search Terms

editor, lsp, parameterHints

## ✅ Viability Checklist
 
My suggestion meets these guidelines:

* [x] This wouldn't be a breaking change in existing TypeScript/JavaScript code
* [x] This wouldn't change the runtime behavior of existing JavaScript code
* [x] This could be implemented without emitting different JS based on the types of the expressions
* [x] This isn't a runtime feature (e.g. library functionality, non-ECMAScript syntax with JavaScript output, new syntax sugar for JS, etc.)
* [x] This feature would agree with the rest of [TypeScript's Design Goals](https://github.com/Microsoft/TypeScript/wiki/TypeScript-Design-Goals).
Repository: tauri
Issue: [bug] Window manipulation in plugin require new thread
Labels: type: bug,scope: core

### Describe the bug

Using the window manipulation functions like: maximize, minimize, unmaximize need to be in a new thread when used in a plugin. 
The start_dragging works perfectly without thread however. 

Theses function works without being async when used in the main application and not in a plugin. The issue appears in Windows and not Linux

### Reproduction

create a plugin

add this function

```
#[tauri::command]
fn maximize<R:Runtime>(window: tauri::Window<R>) {
    window.maximize().unwrap()
 }
```

call the command



### Expected behavior

Add a documentation if these function need to be handle async or be able to call these functions without needing thread.

### Platform and versions

$ tauri info

Environment
  › OS: Windows 10.0.19043 X64
  › Webview2: 104.0.1293.47
  › MSVC: 
      - Visual Studio Build Tools 2022
  › Node.js: 16.15.0
  › npm: 8.5.5
  › pnpm: Not installed!
  › yarn: 1.22.17
  › rustup: 1.25.1
  › rustc: 1.62.1
  › cargo: 1.62.1
  › Rust toolchain: stable-x86_64-pc-windows-msvc 

Packages
  › @tauri-apps/cli [NPM]: 1.0.5
  › @tauri-apps/api [NPM]: 1.0.2
  › tauri [RUST]: 1.0.5,
  › tauri-build [RUST]: 1.0.4,
  › tao [RUST]: 0.12.2,
  › wry [RUST]: 0.19.0,

App
  › build-type: bundle
  › CSP: default-src 'self'; style-src 'self' https://fonts.googleapis.com; font-src 'self' https://fonts.gstatic.com
  › distDir: ../dist
  › devPath: http://localhost:5173/
  › framework: Svelte

App directory structure
  ├─ .git
  ├─ .vscode
  ├─ dist
  ├─ node_modules
  ├─ public
  ├─ src
  └─ src-tauri

### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: [GodotPhysics] Inconsistent physics detection for a certain collider
Labels: bug,confirmed,topic:physics,topic:3d

### Godot version

4.0 alpha 14

### System information

Linux Manjaro, Vulkan, Intel Kaby Lake

### Issue description

A certain collider is intermittently NOT being picked up by physics (detection, collision works always). It will be picked up for a couple of frames/seconds, then not picked up while still in the shapecast/being pointed at by a raycast. Car speeds are very low when this happens - I axed HUD entirely for this minimal repro but they rarely exceed 60 kph in the city except on the longest straight, and meshes involved are in the corners where speeds are usually 15-20 kph at most (i.e. 4-5 m/s). Due to low speeds involved, I do NOT think it's a tunnelling issue.

Haven't tried Area3D but since raycasts and shapecasts both have the problem (actually I was hoping shapecast would finally detect the fr**** lamps) I think it's a physics issue. Physics engine is DEFAULT, whatever it means currently.

### Steps to reproduce

Load the minimal repro, run main.tscn, drive around a bit with visible collision shapes ON. You'll see that in some cases, both the shapecast and raycasts will fail to detect the streetlamp even though it's well within the shape

![Screenshot_20220812_113146](https://user-images.githubusercontent.com/4525388/184328323-286a290a-4838-4b1d-a603-011e801c8282.jpeg)
.

Layers are set so that the ground collision is ignored, also ignore the fact the car is fugly ;P

Arrows to drive, T to switch to top-down camera



### Minimal reproduction project

[PhysicsTest.zip](https://github.com/godotengine/godot/files/9315353/PhysicsTest.zip)
Repository: godot
Issue: Godot 3.5 break: Save Script Button in Inspector constantly disabled
Labels: topic:editor

### Godot version

3.5

### System information

macOS Big Sur 11.6.8

### Issue description

Usually when you're editing a script the save button becomes enabled when you've made a change. Since updating to 3.5 this button works once, and then is constantly disabled for all scripts thereafter.

### Steps to reproduce

Create a new script, save it. Edit it - save button should be enabled but it isn't.

### Minimal reproduction project

_No response_
Repository: angular
Issue: bug(material/input): required asterisk when using required validator dont work with Validator.compose
Labels: area: forms,P3

### Is this a regression?

- [ ] Yes, this behavior used to work in the previous version

### The previous version in which this bug was not present was

_No response_

### Description

The feature introduced by https://github.com/angular/components/pull/23362 seems to don't work with Validators.compose feature

### Reproduction

StackBlitz : https://stackblitz.com/edit/angular-mat-input-lpt6la?file=src/app/app.component.html

Steps to reproduce:
1. Create a mat-form-field input with formControlName that have a Validators.required
2. Do the same with a Validators.compose that contain a Validators.required


### Expected Behavior

The 2 mat-form-field input you sould have the `*` into the placeholder

### Actual Behavior

The mat-form-field input with Validators.compose have correct validation (get red color if no input) but don't have the `*` into the placeholder

![Capture d’écran de 2022-08-10 15-47-19](https://user-images.githubusercontent.com/25805069/183917571-fc2fcf0f-49f6-436d-97d7-8fa74e9d1b6b.png)

![Capture d’écran de 2022-08-10 16-57-40](https://user-images.githubusercontent.com/25805069/183937661-d41d66fb-b49e-43d9-be0e-c1cad033766a.png)


The mat-form-field input with Validators.compose  
 

### Environment

- Angular: 13.3.9
- CDK/Material: 13.3.9
- Browser(s): Chrome
- Operating System (e.g. Windows, macOS, Ubuntu): Ubuntu
Repository: godot
Issue: Godot 3.5 break: Change Node Type in Scene Tree doesn't always update the Inspector
Labels: bug,topic:editor,needs testing

### Godot version

3.5

### System information

macOS Big Sur 11.6.8

### Issue description

When you Change Type (change node type) in the Scene Tree window, the ice changes but the Inspector doesn't update with the new Class/Node information. For example if you change a Label to a Button, sometimes the inspector still shows the Label properties instead of Button properties. 

### Steps to reproduce

In your scene, create a Button, change the type to another Node Type, sometimes the Inspector will show the new node type, but other times it will continue to show properties for the Button Node. Reload Current Project fixes it... This doesn't happen every time and I'm not sure what the trigger is.

### Minimal reproduction project

_No response_
Repository: neovim
Issue: Make LSP underline use severity_sort 
Labels: enhancement,lsp,diagnostic

### Feature already in Vim?

No

### Feature description

Currently, we can enable `vim.diagnostic.config({ severity_sort = true })` to have, for example, LSP-generated errors show before warnings. However, this only works with `signs` and not with `underline`. I attach a screenshot to exemplify: in the given line, there are several diagnostics, some warnings and some errors; the shown sign is the error one, as sorted by `severity_sort`, but the yellow underline suggests a warning instead.

<img width="444" alt="Screenshot 2022-08-12 at 13 46 55" src="https://user-images.githubusercontent.com/18057093/184356995-dca16a61-6976-46df-9c21-40bf4ad29690.png">
Repository: storybook
Issue: Certain toolbar actions not working inside composition-added stories
Labels: bug,needs triage

**Describe the bug**
I added another Storybook to my local Storybook, as described in https://storybook.js.org/docs/react/sharing/storybook-composition. The new stories loaded somewhat properly, but had several JS errors associated with trying to use the toolbar buttons background, resize viewport. Those buttons still worked with stories within the local Storybook, but would not work with composition-added stories.

**To Reproduce**
Added to the main.js file:
```
module.exports = {
  refs: {
    'design-system': {
      title: "Storybook Design System",
      url: "https://5ccbc373887ca40020446347-yldsqjoxzb.chromatic.com",
      expanded: false // optional, true by default
    },
  },
}
```

**System**
  System:
    OS: macOS 12.4
    CPU: (8) arm64 Apple M1
  Binaries:
    Node: 16.15.0 - /opt/homebrew/bin/node
    Yarn: 1.22.19 - /opt/homebrew/bin/yarn
    npm: 8.5.5 - /opt/homebrew/bin/npm
  Browsers:
    Chrome: 104.0.5112.79
    Safari: 15.5
  npmPackages:
    @storybook/addon-actions: ^6.5.10 => 6.5.10
    @storybook/addon-essentials: ^6.5.10 => 6.5.10
    @storybook/addon-interactions: ^6.5.10 => 6.5.10
    @storybook/addon-links: ^6.5.10 => 6.5.10
    @storybook/builder-webpack5: ^6.5.10 => 6.5.10
    @storybook/manager-webpack5: ^6.5.10 => 6.5.10
    @storybook/node-logger: ^6.5.10 => 6.5.10
    @storybook/preset-create-react-app: ^4.1.2 => 4.1.2
    @storybook/react: ^6.5.10 => 6.5.10
    @storybook/storybook-deployer: ^2.8.12 => 2.8.12
    @storybook/testing-library: ^0.0.13 => 0.0.13
    @storybook/testing-react: ^1.3.0 => 1.3.0
    @storybook/theming: ^6.5.10 => 6.5.10

**Additional context**
Using ```builder: "webpack5"```
Repository: flutter
Issue: [integration_test] [flutter_tools] [web] Add ability to customize web driver desired capabilities when tests running by `flutter drive` command
Labels: tool,t: flutter driver,platform-web,c: proposal,f: integration_test,P3,team-web,triaged-web

## Use case

I need ability to customize desired capabilities when i run `integration test`. 

I want to test that my app correctly display video from camera, or screen share on web correctly. For test it needed adds `-use-fake-device-for-media-stream` and `--use-fake-ui-for-media-stream` flags into desired capabilities `chromeOptions`, but I can't do it because `flutter drive` doesn't give ability to do it.

## Proposal

I propose to add new argument to `flutter drive` that adds ability to customize desired capabilities.
Repository: TypeScript
Issue: Compiler incorrectly caches module resolution if we use a custom ts.SourceFile & ts.Program cache
Labels: Suggestion,In Discussion,API

# Bug Report / Question

At Google we use a "custom `tsc`", which integrates with [Bazel](https://bazel.build). It also implements something similar to `--watch` using [persistent workers](https://bazel.build/docs/persistent-workers). The main difference is that the responsibility to watch for file changes lives in a separate process, which notifies a long running compiler process via IPC. The same compiler process is used to build many different projects. Projects may share dependencies and therefore read the same `.d.ts` files.

To make repeated builds fast, we use 2 caches:

-   A `ts.SourceFile` cache lets us reuse ASTs across different projects
-   A `ts.Program` cache lets use cache module resolution and type checking per project (by passing an `oldProgram` to `ts.createProgram`)

The TS compiler (used through the [compiler API](https://github.com/microsoft/TypeScript/wiki/Using-the-Compiler-API)) sometimes incorrectly caches module resolution and reports "TS2307: Cannot find module", even if the corresponding file exists.

### 🔎 Search Terms

TS2307, compiler API, cache, oldProgram

### 🕗 Version & Regression Information

- This is the behavior in every version I tried (4.0 - 4.7.4)

### 💻 Repro

We managed to create a minimal repro: https://github.com/frigus02/test-ts-oldprogram-moduleresolution

```sh
$ git clone https://github.com/frigus02/test-ts-oldprogram-moduleresolution.git
$ cd test-ts-oldprogram-moduleresolution
$ npm ci
$ node ./index.js
```

The repro has the 2 caches mentioned above and performs 3 builds, one after another, on the same project/list of files:

1.  Successful build
1.  Delete file /module/b.d.ts. Build fails with error "TS2307: Cannot find module './module/b'"
1.  Restore file /module/b.d.ts. Build still fails with the same error. But I would expect it to succeed again

### 🙁 Actual behavior

The 3rd build fails, seemingly because module resolution and/or diagnostics have been cached.

### 🙂 Expected behavior

The 3rd build succeeds.

### 🕵️ Investigation

I assume we're violating an assumption in the compiler with the 2 different caches. In the repro, do you see any obvious misuses of the compiler API?

We found some solutions/workarounds. They either make the caches less effective or rely on `@internal` TypeScript APIs:

-   Implement the `@internal` `hasInvalidatedResolution()` function in the CompilerHost.
-   Only add dependency `.d.ts` files to the `ts.SourceFile` cache. Bazel should ensure that those are always without type errors.
-   Remove one of the caches. It would have to be the `ts.Program` cache. The `ts.SourceFile` cache has a much bigger performance impact. We can't afford to remove that.

From your perspective, is anyone of those the right thing to do?
Repository: material-ui
Issue: [CssBaseline] TextField component change size, by adding value inherit to box-sizing property when Text Primary or Background Default color are changed in theme
Labels: bug 🐛,component: text field,component: CssBaseline

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

When you change the color to Text Primary o Background Default properties in theme, the TextField component gets te box-sizing: inherit css property and change inner size of input, where goes the value.
Here a [codesandbox](https://codesandbox.io/s/material-ui-forked-gmctbq?file=/index.tsx) that can replicate the bug.

### Expected behavior 🤔

Been able to change color to Text Primary or Background Default properties in theme without affecting TextField size component.

### Steps to reproduce 🕹

Steps:

In the codesandbox, the first button just create a theme, based on a toggle, with two diffent Primary Main color, so you'll see no change in size on the TextField component.

The second button does the same but with Background Default  and Paper color. When you use the theme with the Background Color changed, the input change size, but when you press again, it only change Background Paper color, and the input size it's not changed.

The same work for the third button, but when you press it, it create a theme with Text Primary color changed, and the input change size, but when you press it again, it only change Text Secondary, and the input size it's not changed.


### Context 🔦

We are creating this [Desing System](https://dsbuilder.leniolabs.com/), and the issue affect the way the user interact with this tool, because when they change a color, it should only change the color, not adding other css properties to other components.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Google Chrome Version 104.0.5112.79 (Official Build) (arm64)
  System:
    OS: macOS 12.5
  Binaries:
    Node: 16.15.0 - ~/.nvm/versions/node/v16.15.0/bin/node
    Yarn: Not Found
    npm: 8.5.5 - ~/.nvm/versions/node/v16.15.0/bin/npm
  Browsers:
    Chrome: 104.0.5112.79
    Edge: Not Found
    Firefox: Not Found
    Safari: 15.6
  npmPackages:
    @emotion/react: ^11.9.0 => 11.9.0 
    @emotion/styled: ^11.8.1 => 11.8.1 
    @mui/base:  5.0.0-alpha.83 
    @mui/icons-material: ^5.6.2 => 5.8.2 
    @mui/material: ^5.6.1 => 5.8.2 
    @mui/private-theming:  5.8.0 
    @mui/styled-engine:  5.8.0 
    @mui/system:  5.8.2 
    @mui/types:  7.1.3 
    @mui/utils:  5.8.0 
    @types/react: 18.0.1 => 18.0.1 
    react: 18.0.0 => 18.0.0 
    react-dom: 18.0.0 => 18.0.0 
    typescript: 4.6.3 => 4.6.3
```
</details>
Repository: godot
Issue: Godot 3.5 Filesystem Dock cannot be completely resized at Projectstart
Labels: bug,topic:editor,regression

### Godot version

Godot 3.5.stable.official.991bb6ac7

### System information

Windows 10

### Issue description

After loading my project the Filesystem Dock can only be resized in one direction.
I have to click the import settings Dock and then resizing works in both directions.

https://user-images.githubusercontent.com/50340215/184381101-2c8b5fd9-e2a5-4ac1-9470-d3b4d9723527.mp4



### Steps to reproduce

Load a Project and try to resize the Filesystem Dock.

### Minimal reproduction project

[Filesystem Panel Problem Godot 3.5.zip](https://github.com/godotengine/godot/files/9320689/Filesystem.Panel.Problem.Godot.3.5.zip)
Repository: next.js
Issue: bug(next/script): `<Script />` does not execute resource in page context
Labels: bug,Script (next/script)

### Verify canary release

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

### Provide environment information

(N/A) 

From Replit:

```
    Operating System:
      Platform: linux
      Arch: x64
      Version: #21~20.04.1-Ubuntu SMP Fri Aug 5 12:53:07 UTC 2022
    Binaries:
      Node: 12.22.10
      npm: 6.14.16
      Yarn: 1.22.17
      pnpm: N/A
    Relevant packages:
      next: 12.2.5-canary.7
      eslint-config-next: N/A
      react: 17.0.2
      react-dom: 17.0.2
```

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

_No response_

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

_No response_

### Describe the Bug

[A StackOverflow user](https://stackoverflow.com/questions/73334161/nextjs-script-tag-are-not-loading-sometimes) reported an issue loading a jQuery library with the `<Script />` component. Even when the script is correctly placed in `public/` and loaded with `<Script src="..." />`, `globalThis.$` is `undefined` at runtime.

See [this repro](https://replit.com/@ctjlewis/Next-Script-tags).

### Expected Behavior

`<Script src="..." />` should add the referenced code to the runtime bundle. 

To test: `<Head><Script src="/jquery-3.6.0.min.js" /></Head>` should result in `useEffect(() => console.log(globalThis.$), [])` logging a non-nullish value. See repro.

### Link to reproduction

https://replit.com/@ctjlewis/Next-Script-tags

### To Reproduce

1. Attempt to load a minified jQuery bundle in `public/` with `<Script />`
2. Verify that `globalThis.$` is undefined in the page context at runtime

For the Replit, just hit "Run".