sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] [help wanted] Two question about 'isolation pattern'
Labels: type: feature request

### Describe the problem

## Env:
command: `npm run tauri dev`

tauri info:
```
Environment
  › OS: Mac OS 11.4.0 X64
  › Node.js: 17.0.1
  › npm: 8.1.0
  › pnpm: Not installed!
  › yarn: 1.22.17
  › rustup: 1.25.1
  › rustc: 1.63.0
  › cargo: 1.63.0
  › Rust toolchain: stable-aarch64-apple-darwin 

Packages
       Error only one package mangager should be used, but found npm and yarn
```
part of config:

##### vite.config.json
```
export default defineConfig({
    # ----  NOTICE：make vite open https ---
    server: {
         https: {
              cert: fs.readFileSync(path.join(__dirname, 'PATH/cert.pem')),
              key: fs.readFileSync(path.join(__dirname, 'PATH/key.pem')),
          }
    },
})
```

##### tauri.config.json
```
{
    "build": {
    "beforeBuildCommand": "npm run build",
    "beforeDevCommand": "npm run dev",

    # ----  NOTICE：modify default 'http:' to 'https:' ---

    "devPath": "https://localhost:5173",
    "distDir": "../dist"
  },
  "tauri": {
    "pattern": {
      "use": "isolation",
      "options": {
        "dir": "../dist-isolation"
      }
    },
    "allowlist": {
      "all": false
    },
  }
}
```



### 1. `isolation + https` given a warning in console, as the figure show:
<img width="799" alt="图片" src="https://user-images.githubusercontent.com/15380331/186818757-8aac6e1c-4477-41d5-a323-f1977a7442cc.png">

### 2. `isolation + csp` I tried several times, but failed.
I add `<meta http-equiv="Content-Security-Policy" content="style-src 'unsafe-inline'; child-src 'self' *; default-src 'self' *;" />` to `index.html's <head>` to test csp，a error has occurred:

<img width="797" alt="图片" src="https://user-images.githubusercontent.com/15380331/186821585-086c8fcc-612f-41ac-801f-c2a9233b6afd.png">

unfortunately, it doesn't work, even set `child-src` as `child-src *;`

The only solution is to set `child-src` like `child-src  isolation-acca5421-b18e-4aad-94ff-ae961a57902a://localhost;` in this case, it will eliminates errors, but 

1.`acca5421-b18e-4aad-94ff-ae961a57902a`, this string of characters will change
2. Introduced map cannot be displayed

 I tested several matching methods I could think of, and they all failed：
<img width="787" alt="图片" src="https://user-images.githubusercontent.com/15380331/186822697-a2127772-de0e-458b-ad0e-ac0b56ad2be4.png">






### Describe the solution you'd like

I would like to know:

About question 1, does it have an impact?

***
EDIT:
One of the effects of problem 1 is that many APIs of appWindow are invalid, including but not limited to `setPosition`, `setAlwaysOnTop`.
Also all custom invoke commands seem to be "blocked"， all invalid.
***

About question 2, is there any good solution? (I can only set `csp: null` now 😢)

I think maybe it's probably I use it in wrong way and I'm appreciate if you could give any help.

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: go
Issue: proposal: os/exec: new function `LookPaths`
Labels: Proposal

The name of an executable could be found in different paths (e.g, different versions of the same executable). `LookPath` is internally used to find what and retrieves something to run. Thus, I don't feel strong to modify what it retrieves to accomplish this purpose.

Instead, I've thought about a new function called `LookPaths` to give all possible matches of the wanted executable's name rather than the first matched occurrence.

For example, in case want all possible paths of `bash`:

```go
package main

import (
    "fmt"
    "log"
    "os/exec"
)

func main() {
    path, err := exec.LookPaths("bash")
    if err != nil {
        log.Fatal(err)
    }
    fmt.Println(path)
    // Sample Output: [/bin/bash /usr/bin/bash /usr/local/bin/bash]
}
```

In regards to an archaic design of `LookPaths`:

```go
func LookPaths(file string) ([]string, error) { 
    // ...
}
```
Repository: tauri
Issue: [bug] The touch action does not work correctly on Windows 7 using a capacitive touchscreen
Labels: type: bug,platform: Windows,status: needs triage

### Describe the bug

Description
The touch action does not work properly on Windows 7 using a capacitive touchscreen.
when click some buttons or any other things on the page ,the click event is only triggered after several random touch actions.

i search this issue and find same issue is reported on the wpf which using webview;
they got a solution that close the  built-in  wpf-tablet support,and it will work correctly;
this is the [link](https://docs.microsoft.com/en-us/previous-versions/dotnet/netframework-3.5/dd901337(v=vs.90))

i want to know how can i do   in tauri for same issue ,thank you 
Version
tauri:1.0.4
webwiew:FixedVersionRuntime.102.0.1245.41.x64

### Reproduction

1.start the app 
2.waiting to the app finish initialize
3.touch the screen  to click some button ,like login ,or menu
4.need to click several times and may one will be work

### Expected behavior

click one and the click event triggered correctly

### Platform and versions

because  i just distribute my app to a industrial client and this paltform info is my development computer ,so this is not the real user's pc

Environment
  › OS: Manjaro 21.3.3 X64
  › Node.js: 18.5.0
  › npm: 8.13.2
  › pnpm: Not installed!
  › yarn: 1.22.18
  › rustup: 1.25.1
  › rustc: 1.61.0
  › cargo: 1.61.0
  › Rust toolchain: 1.61-x86_64-unknown-linux-gnu

Packages
  › @tauri-apps/cli [NPM]: 1.0.0-rc.14
  › @tauri-apps/api [NPM]: 1.0.0-rc.7
  › tauri [RUST]: 1.0.5,
  › tauri-build [RUST]: 1.0.4,
  › tao [RUST]: 0.12.1,
  › wry [RUST]: 0.19.0,

App
  › build-type: bundle
  › CSP: unset
  › distDir: ../dist
  › devPath: http://localhost:3000/
  › framework: Vue.js

App directory structure
  ├─ src-tauri
  ├─ .vscode
  ├─ src
  ├─ dist
  ├─ .local_history
  ├─ public
  ├─ .VSCodeCounter
  ├─ node_modules
  └─ .git

### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: PowerRun: show hostname when activated
Labels: Idea-Enhancement,Product-PowerToys Run,Needs-Triage

### Description of the new feature / enhancement

Hi, 
It would be great if the current hostname was displayed in the input field. I often use terminals and remote desktops. Sometimes it's hard to know where PowerRun has started

### Scenario when this would be used?

Alt+Space + mstsc

### Supporting information

_No response_
Repository: TypeScript
Issue: NodeNext resolution failed to resolve dual-package correctly
Labels: Needs Investigation

# Bug Report

NodeNext resolution failed to resolve dual-package correctly

### 🔎 Search Terms

NodeNext

### 🕗 Version & Regression Information

- Never worked

### 💻 Code

https://github.com/Jack-Works/ts-nodenext-wrong-resolution-reproduction

where `node_modules/testpkg/package.json` is

```json
{
    "name": "testpkg",
    "exports": {
      ".": {
        "types": "./dist/type.d.ts",
        "require": "./dist/common.cjs",
        "import": "./dist/module.mjs"
      }
    }
  }
```

TypeScript should resolve `type.d.ts` in dual mode instead of CommonJS synthetic export.

### 🙁 Actual behavior

```
src/index.ts:2:1 - error TS2349: This expression is not callable.
  Type 'typeof import("testpkg/dist/type")' has no call signatures.
```

### 🙂 Expected behavior

No error
Repository: vscode
Issue: Sticky keys and context menu keybinding (Shift F10)
Labels: bug,keybindings,windows

Type: <b>Bug</b>

VS Code doesn't play well with sticky keys, as shown in the below repro.

1. Activate sticky keys on Windows. All options deselected except "Show the Sticky Keys icon on the taskbar" which is selected
![image](https://user-images.githubusercontent.com/18676432/186879730-67429592-217b-4e11-ae22-75ab8ca2ce9d.png)

1. Focus a file in the (VS Code) Files Explorer
1. Press and release the Shift key
1. Press and release the F10 key
1. Actual result: Nothing happens
1. Expected: open the context menu for the file

If Shift F10 is done simultaneously, the context menu for the file opens - so Shift F10 is the correct key binding for the context menu. But it should work when Sticky Keys is on and the keys are done separately/successively, as in the above repro.

In Visual Studio 2019 and Windows Explorer, using the Shift and F10 keys successively and separately "works", i.e. opens the context menu.

VS Code version: Code 1.70.2 (e4503b30fc78200f846c62cf8091b76ff5547662, 2022-08-16T05:35:13.448Z)
OS version: Windows_NT x64 10.0.19044
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 x 2295)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: disabled_off<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_renderer: enabled_on<br>video_decode: enabled<br>video_encode: unavailable_off<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled|
|Load (avg)|undefined|
|Memory (System)|7.88GB (0.63GB free)|
|Process Argv|--crash-reporter-id 20e438b6-f7c6-40f6-aef3-4dc8c9aa3cd1|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (12)</summary>

Extension|Author (truncated)|Version
---|---|---
vscode-sql-formatter|adp|1.4.4
clipboard-history|Anj|1.0.7
spellright|ban|3.0.90
beautify|Hoo|1.5.0
data-workspace-vscode|ms-|0.3.0
mssql|ms-|1.16.0
sql-bindings-vscode|ms-|0.3.0
sql-database-projects-vscode|ms-|0.19.0
hexeditor|ms-|1.9.8
powershell|ms-|2022.7.2
debugger-for-chrome|msj|4.13.0
markdown-all-in-one|yzh|3.4.3


</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
pythonvspyl392:30443607
vserr242:30382549
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscorecescf:30445987
pythondataviewer:30285071
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593cf:30376535
pythonvs932:30410667
wslgetstarted:30449410
cppdebug:30492333
pylanb8912:30545647
vsclangdc:30486549
c4g48928:30535728
hb751961:30553087
dsvsc012:30540252
azure-dev_surveyone:30548225
i497e931:30553904

```

</details>

<!-- generated by issue reporter -->
Repository: vscode
Issue: Update the File Type Icon to Match the Fluent Design System
Labels: feature-request,windows,icons-product

![image](https://user-images.githubusercontent.com/6630660/186887029-77dcefa5-b605-4602-9bb1-7f5866de8be1.png)

![image](https://user-images.githubusercontent.com/6630660/186887175-85f17ed7-5edb-4801-a2f3-dbd858416818.png)

On the top is the default blank file type icon for Windows 11, and on the buttom is the file type icon associated with VSCode. You can see the huge size difference between them.
Repository: godot
Issue: Godot 4.x `@tool` script adding subscene to scene also makes scene store data from subscene.
Labels: bug,topic:editor

### Godot version

v4.0.alpha.custom_build [f511fb7cc]

### System information

Linux

### Issue description

When in `@tool` adding `PackedScene` to Scene it also passes some data to it (exactly what I try to avoid).
Seems to happen with `MultiMeshInstance3D` what does this, don't know about other nodes. Node3D seems to work correctly.

When I generate MultiMeshInstance3D in `@tool` and pack it in `PackedScene` and save with `ResourceSaver` to file.
And when I load it and instantiate it to currently editing scene imports it to scene so it has MultiMesh information there.

This is Main scene (not the scene I saved) .tscn content.
```text
[sub_resource type="MultiMesh" id="MultiMesh_rlabk"]
transform_format = 1
instance_count = 10
visible_instance_count = 10
mesh = ExtResource("2_uyw7e")
buffer = PackedFloat32Array(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 2, 0, 1, 0, 2, 0, 0, 1, 2, 1, 0, 0, 3, 0, 1, 0, 3, 0, 0, 1, 3, 1, 0, 0, 4, 0, 1, 0, 4, 0, 0, 1, 4, 1, 0, 0, 5, 0, 1, 0, 5, 0, 0, 1, 5, 1, 0, 0, 6, 0, 1, 0, 6, 0, 0, 1, 6, 1, 0, 0, 7, 0, 1, 0, 7, 0, 0, 1, 7, 1, 0, 0, 8, 0, 1, 0, 8, 0, 0, 1, 8, 1, 0, 0, 9, 0, 1, 0, 9, 0, 0, 1, 9)
```

And if I do drag and drop from `FileSystem` then it won't add MultiMesh data to Main scene.

This is expected what happens
```
[node name="my_mm" parent="Parent" instance=ExtResource("2_urwwn")]
```

For example Node3D sets data to Main tscn as 
```
[node name="GeneratedNode3D" type="Node3D" parent="Parent" instance=ExtResource("1_85183")]
```
Which is correct.

### Steps to reproduce

With minimal project:
- Open project
- Select node `Generator`
- In `Inspector` -> `Generate` click (it's button so it regenerates)
- Open `root.tscn` with external editor to see that `MultiMesh` is added as subresource and there is data from multimesh

- Now remove childs from `Parent`
- Drag & Drop `Generated*.tscn` scenes to Parent.
- Save scene
- Open `root.tscn` with external editor to see that MultiMeshes are added as Nodes with instance.

### Minimal reproduction project

[ToolNotWorkingAsExpected.zip](https://github.com/godotengine/godot/files/9432645/ToolNotWorkingAsExpected.zip)
Repository: deno
Issue: Ability to use a local copy of npm package
Labels: node compat

Is there any way to use a local (modified) copy of an NPM package instead of a published one in this command? Thanks!

```sh
deno run -A --unstable npm:vite
```
Repository: godot
Issue: Invalid detected types during string formatting
Labels: discussion,topic:gdscript,confirmed

### Godot version

4.0.dev (11abff)

### System information

Windows 10

### Issue description

Discovered when trying to debug the sized a `PackedByteArray`, calling `value.size()` when `value` is a known `PackedByteArray`, the string formatter assumes it is a string, and will not allow a division operation to be called. 


### Steps to reproduce

```gdscript
func count_packed(value: PackedByteArray):
  print('Unpacking %d values' % value.size() / 16)
  
  var count = value.size() / 16
  print('Unpacking %d values' % count)
```

The first line will cause 
```
Invalid operands "String" and "int" for "/" operator.
```

the two line approach works fine. 

### Minimal reproduction project

[StringFormatType.zip](https://github.com/godotengine/godot/files/9434412/StringFormatType.zip)
Repository: flutter
Issue: Consider exposing plugin APIs for use via FFI
Labels: c: new feature,engine,P3,a: plugins,team-engine,triaged-engine

Currently FFI can be used as an alternative to normal plugin structure for some use cases, but anything that requires access to plugin APIs—things exposed via the plugin registry, such as texture registration, or accessing the native view on desktop—requires using the normal plugin flow and method channels.

We should investigate whether there's a reasonable way to expose at least some of that functionality via APIs that are accessible via FFI.

As an example use case, if we wanted to convert `file_selector_windows` it should be mostly doable via the `win32` package, but we need access to the native `HWND` to show the dialog in the correct location, and that's currently only accessible via the plugin registry.
Repository: vscode
Issue: Auto open Diff Editor when Refactor Preview is opened
Labels: feature-request,workspace-edit

Hi

I noticed that when we trigger Refactor Preview panel (eg. by using the `vscode.workspace.applyEdit` with `WorkspaceEdits` containing `needsConfirmation`), only the Refactor Preview panel is opened.
To open the Diff Editor, users need to click on any of the edits in the panel.

**Requirements:**

- Should automatically open the Diff Editor with the first checked edit (not containing `needsConfirmation = true`).
- If no edits are checked, first FileElement should open letting the user select which changes to enable/preview.
- Moving out of the **Diff Editor** (e.g. clicking on a different file tab) created by the **Refactor Preview** panel, and reopening the **Refactor Preview** panel should reopen the **Diff Editor**. This would make the experience more consistent (Refactor Preview always opening the Diff).

*Additonal Details:*

- VS Code Version: 1.70.2
- OS Version: CromeOS 104.0.5112.83

part of the https://github.com/microsoft/vscode/issues/156886 proposal

tries to fix common problem as https://github.com/microsoft/vscode/issues/158408
Repository: flutter
Issue: If a `NetworkImage` fails due to transient network issues, it's difficult for applications to catch and retry that.
Labels: framework,a: images,P2,team-framework,triaged-framework

Specifically, we make sure to evict from the cache here: https://github.com/flutter/flutter/blob/000b96cfdf848d5accb2da8fe455fb19d01e3b9c/packages/flutter/lib/src/painting/_network_image_io.dart#L141-L146

This makes sure that if you do retry, you won't just keep getting the stream that's in an error state.

However, it's relatively challenging for an application to handle this using the `onError` callback for `Image` or `precacheImage`. This is likely a cause for bugs like https://github.com/flutter/flutter/issues/64558.

It would probably make sense to have something like a `RetryImageProvider` that could be used similarly to `ResizeImageProvider` and would retry byte acquisition on failure. I don't have a strong opinion about whether this belongs in the framework or a separate package.

@jonahwilliams @goderbauer might have good ideas too.
Repository: angular
Issue: Extended ngClass array syntax (allow strings and literals)
Labels: feature,area: common,area: core,core: styling bindings,feature: insufficient votes

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Currently, the `[ngClass]` syntax is limited to only strings or only literals. When both are provided (using two separate `[ngClass]` inputs - one with strings, the other with literal) - only one is rendered. In order to mix the incoming values, dev has to use some sort of ts helper that produces the literal.


### Proposed solution

I would propose that Angular adopt a new array-based syntax for `[ngClass]`. The [`NgClassSupportedTypes`](https://github.com/angular/angular/blob/main/packages/common/src/directives/ng_class.ts#L10) union would be extended by:

`Array<string | Record<string, boolean | undefined | null>>`

In practice, dev would be able to provide an array of strings mixed with literals, depending on how a given css class is provided. Usage example:

`[ngClass]="['fixed-class', input1, input2, {'flagged1': bool1, 'flagged2': bool2}, input3$ | async]"`

I think this syntax would reduce the code that today has to be handled by the TypeScript code (via getters, methods, HostBindings and whatnot), or get scattered over html and ts, thus making the code verbose and hardly manageable.


### Alternatives considered

As mentioned, yes, certainly, workarounds exist, but they essentially produce overcomplicated and hardly maintainable code. The proposed syntax would consolidate css classes into one expression and move it close to the html element.
Repository: material-ui
Issue: [Select] `renderValue` has incorrect TypeScript types when `displayEmpty` is `true`
Labels: component: select,typescript

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

For the `Select` component, as of https://github.com/mui/material-ui/pull/33088, `value` accepts `T | ''` as the type, but `renderValue` still only has the type `(value: T) => React.ReactNode`. This is incorrect since if `displayEmpty` is `true`, `renderValue` can actually be passed an empty string `''` as well. This leads to TS errors when trying to use `renderValue` and handling the empty-string case.

### Expected behavior 🤔

`renderValue` should be typed to indicate that it can be passed an empty string, if `displayEmpty` is`true`.

### Steps to reproduce 🕹

See sandbox here https://codesandbox.io/s/jolly-julien-qr1xlr?file=/src/App.tsx and notice the TS error in `renderValue`:

```
This condition will always return 'false' since the types 'MyEnum' and '""' have no overlap.ts(2367)
```

### Context 🔦

It seems this problem was partly uncovered/introduced in https://github.com/mui/material-ui/pull/33088. Prior to that change, you could set the type of the `value` as something like `const value: MyEnum | "" = "";` and the generic `T` for the `Select` component would be `MyEnum | ""`. Now when you do that, however, `T` ends up as `MyEnum` and `renderValue` thus only handles the case that a value is selected, even when `displayEmpty` is `true`. One seemingly hacky workaround (that disagrees slightly with the intention of that PR) is to do `<Select<MyEnum | ""> ... />`, but it seems the real solution is to have `renderValue` provide `T | ""` when `displayEmpty` is `true`.

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
❯ npx @mui/envinfo
npx: installed 2 in 1.324s

  System:
    OS: macOS 12.4
  Binaries:
    Node: 14.18.2 - ~/.nvm/versions/node/v14.18.2/bin/node
    Yarn: 1.22.19 - /usr/local/bin/yarn
    npm: 6.14.15 - ~/.nvm/versions/node/v14.18.2/bin/npm
  Browsers:
    Chrome: 104.0.5112.101
    Edge: Not Found
    Firefox: 103.0
    Safari: 15.5
  npmPackages:
    @emotion/react: ^11.7.1 => 11.7.1
    @emotion/styled: ^11.6.0 => 11.6.0
    @mui/base:  5.0.0-alpha.87
    @mui/core-downloads-tracker:  5.10.2
    @mui/icons-material: ^5.8.4 => 5.10.2
    @mui/lab: ^5.0.0-alpha.88 => 5.0.0-alpha.88
    @mui/material: ^5.8.6 => 5.10.2
    @mui/private-theming:  5.9.3
    @mui/styled-engine:  5.10.2
    @mui/styles: ^5.8.6 => 5.8.6
    @mui/system: ^5.8.6 => 5.10.2
    @mui/types:  7.1.5
    @mui/utils:  5.9.3
    @mui/x-data-grid: ^5.2.1 => 5.2.1
    @mui/x-date-pickers: ^5.0.0-alpha.5 => 5.0.0-beta.7
    @types/react: ^17.0.19 => 17.0.19
    react: ^17.0.2 => 17.0.2
    react-dom: ^17.0.2 => 17.0.2
    typescript: ^4.4.3 => 4.4.3
```
</details>
Repository: godot
Issue: Quit On Go Back - NOT WORKING PROPERLY
Labels: topic:core,documentation,needs testing

### Godot version

3.4.3

### System information

Windows 10, GLES2

### Issue description

When "Project Settings > Application > Config > Quit On Go Back" option is set OFF, it does not work accordingly, and the app will still exit when "Go Back" button is pressed on Android. However, this only happens if "Project Settings > Application > Config > Auto Accept Quit" option is ALSO set OFF. In other words, if "Quit On Go Back" option is set OFF and "Auto Accept Quit" option is set ON, things will go as expected and "Quit On Go Back" option will work normally.

### Steps to reproduce

1- "Project Settings > Application > Config > Quit On Go Back" option is set OFF.
AND
2- "Project Settings > Application > Config > Auto Accept Quit" option is set OFF.

With these settings, the game will quit when "Go Back" is pressed.
### Minimal reproduction project

_No response_