sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [feat] Native support for use of assets unknown at build time within tauri windows.
Labels: type: feature request

### Describe the problem

We have the use case where we have an app store in our tauri app from which apps can be installed by the user. The assets of those apps are then installed to dedicated folders and the user should be able to open the installed app in a tauri window.
We specifically want to use tauri windows because they provide a secure channel for messages sent by those apps and the tauri backend because we can ensure in this way that messages sent by the "external" applications to tauri core cannot be intercepted/tampered with along the way (the main application is connected to a keystore protected by a password and messages from those "external" apps need to be signed by private keys stored in the keystore). Obviously we ensure that those windows can only call a very limited set of commands to tauri core (currently one single command).

Currently this doesn't seem to be natively possible without what seems like a workaround. Any window built with either `WindowUrl::External("http://localhost:[port]")` or `WindowUrl::App([path to assets not known at build time])` does not offer IPC calls, i.e. it will raise `window.__TAURI__IPC__` is not a function.

We found a workaround with which we can still achieve the above described goal (and hope this workaround remains supported as long there is no other alternative!) but it is does seem quite unnatural. They way we solve it is that we call the window builder with `WindowUrl("index.html")` and then use the `on_web_resource_request()` method to redirect requests to the corresponding folderpaths where the assets are installed, including having to guess the MIME type of the response based on the filename of the requested resource.



### Describe the solution you'd like

I would like to have the possibility to explicitly allow IPC calls by windows accessing assets unknown at build time. This could for example be implemented as a method `allow_external_IPC_calls()` of the `WindowBuilder` struct or to follow the tauri conf terminology `dangerous_allow_external_IPC_calls()`.

### Alternatives considered

See workaround described above.

### Additional context

_No response_
Repository: go
Issue: cmd/vet: invalid move due to type clash, warning unclear
Labels: NeedsInvestigation,Analysis

<!--
Please answer these questions before submitting your issue. Thanks!
-->

### What version of Go are you using (`go version`)?

<pre>
go1.19.1 windows/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes

### What operating system and processor architecture are you using (`go env`)?

Windows 10 64-bit

### What did you do?

Create a Go file `xxx.go` with the following content:

```
package vm

type A [2]uint32

//go:noescape
//go:nosplit
func fun(a A)
```

And the assembly file `xxx_amd64.s`:

```
#include "textflag.h"
#include "funcdata.h"
#include "go_asm.h"

// func fun(a A)
TEXT ·fun(SB), NOSPLIT | NOFRAME, $0-0 
    MOVQ    a+0(FP), AX
    RET
```

Then run `go vet`

### What did you expect to see?

Nothing; in particular no false positive warning.

### What did you see instead?

_.\xxx_amd64.s:7:1: [amd64] fun: invalid MOVQ of a+0(FP); vm.A is 8-byte value_

The size of the array is exactly 8 bytes and yet `go vet` warns that 8 bytes != 8 bytes.
Repository: storybook
Issue: Cannot call component folder `switch`
Labels: bug,argtypes

**Describe the bug**

Storybook hangs when I call a component's containing folder `switch`.

**To Reproduce**

- create a simple `src/components/switch/index.tsx` and `src/components/switch/index.stories.tsx`
- run `yarn storybook`
- see the storybook launch, but the spinner continues forever.

In the Brave browser dev console the error reads `Uncaught SyntaxError: Unexpected token '.'`

In Firefox it points to this part of the generated code in `main.iframe.bundle.js`:

```js
try {
    // @ts-ignore
    switch.displayName = "switch";
    // @ts-ignore
```

Now rename the folder from `switch` to `switchh` to get `src/components/switchh/index.tsx` and `src/components/switchh/index.stories.tsx` and relaunch storybook to see it all working again.

**System**

```bash
$ npx sb@next info

Environment Info:

  System:
    OS: macOS 12.6
    CPU: (10) arm64 Apple M1 Pro
  Binaries:
    Node: 16.13.2 - /usr/local/bin/node
    Yarn: 1.19.0 - /opt/homebrew/bin/yarn
    npm: 8.1.2 - /usr/local/bin/npm
  Browsers:
    Chrome: 105.0.5195.125
    Edge: 105.0.1343.53
    Safari: 16.0
```

**Additional context**

```js
  "@storybook/react": "^6.5.12",
  "react": "^18.2.0",
  "react-dom": "^18.2.0",
```
Repository: rust
Issue: included range in for loop gives more assembly code than excluded range
Labels: A-LLVM,I-slow,A-codegen,T-compiler,I-heavy

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.

If you cannot produce a minimal reproduction case (something that would work in
isolation), please provide the steps or even link to a repository that causes
the problematic output to occur.
-->

Given the following code where **source** will be excluded 

```rust
pub fn store(source: &i32, dest: &mut i32) -> i32 {
    let mut accum = 0;
    for _ in 0..*source {  // source will be excluded
        accum += *dest;
    }
    accum
}

```

The assembly output is:

```
example::store:
        mov     ecx, dword ptr [rdi]
        mov     edx, dword ptr [rsi]
        imul    edx, ecx
        xor     eax, eax
        test    ecx, ecx
        cmovg   eax, edx
        ret
```

if **source** will be included the assembly code will increase more than

```rust
pub fn store(source: &i32, dest: &mut i32) -> i32 {
    let mut accum = 0;
    for _ in 0..=*source { //  source will be included
        accum += *dest;
    }
    accum
}

```
The assembly output is: 

```
example::store:
        mov     ecx, dword ptr [rdi]
        test    ecx, ecx
        js      .LBB0_1
        mov     r8d, dword ptr [rsi]
        xor     eax, eax
        xor     esi, esi
.LBB0_3:
        xor     edi, edi
        cmp     esi, ecx
        setl    dl
        add     eax, r8d
        cmp     esi, ecx
        jge     .LBB0_5
        mov     dil, dl
        add     esi, edi
        cmp     esi, ecx
        jle     .LBB0_3
.LBB0_5:
        ret
.LBB0_1:
        xor     eax, eax
        ret
```

I tested on rustc 1.64.0 with -C opt-level=3




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Repository: material-ui
Issue: [Modal] Issue with overflow-y: scroll on <html>
Labels: new feature,accessibility,component: modal

### Summary 💡

Add `scrollContainer` to support custom scroll lock containers.

### Examples 🌈

Our [product](https://github.com/DimensionDev/Maskbook) is a browser plugin that enables some features on social platforms. We have implemented some features on Twitter and used dialog. But since twitter implements overflow on the `html` node.

<img width="796" alt="image" src="https://user-images.githubusercontent.com/28348152/193004489-d1706234-9829-4d94-9970-e6c226414005.png">

### Motivation 🔦

However, `scrollLock` currently only works on the body node. And developers cannot customize the nodes that require scroll lock.

So I implemented a simple [patch](https://github.com/DimensionDev/Maskbook/pull/7560).
Repository: vscode
Issue: Terminal hover positioning is unfriendly
Labels: feature-request,ux,confirmed,terminal-links

* have a long'ish link, like `echo https://github.com/microsoft/vscode/pull/162335`
* mouse-hover over the number
* :bug: the link hover appears left aligned, ignores my mouse x-coordinate, and forces me to move the cursor into it (which can be finicky)

https://user-images.githubusercontent.com/1794099/193029983-cc12425a-8d2f-4359-88a5-ee9e5ed74f8c.mov
Repository: godot
Issue: C#: Generators ignore _Ready method in partial classes from another generators
Labels: discussion,topic:dotnet

### Godot version

4.0 beta 1

### System information

Windows 11

### Issue description

This one is kinda tricky. 
We have source generators, they analyze classes and list all the methods they find so if there is no `_Ready` or `_Process` methods, they don't call it.

The problem is, generators don't know about each other, so if there is another generator that populates _Ready method, Godot's generator won't see it and, therefore, it's never get called.

The simplest solution is "just don't generate _Ready method". But it adds extra restrictions for developers when it comes to initialization. 

We don't have an access to constructor, so _Ready is the only place we can do initial logic and its generation is crucial for some popular plugins like https://github.com/31/GodotOnReady. 

As an another example, generation of _Ready method would be a very tidy and clean way to implement Dependency Injection. In Godot 3.5 I had to hook IL call to `_Ready` method and patch it, but since Godot 4 use Collectible Assemblies, it's not possible anymore. I implemented it using source generation, but it doesn't work, because Godot doesn't call my generated `_Ready` method, as I described above. 

I know that it's not possible for generator to see another one, but probably we could think of a solution for this cases. I can think of using reflections to check `_Ready` method presence and cache it somehow.

Thanks.

### Steps to reproduce

1. Create a project
2. Generate `_Ready` method using C# source generators or add https://github.com/31/GodotOnReady

### Minimal reproduction project

_No response_
Repository: create-react-app
Issue: not able to use defer in a dynamically generated script tag
Labels: needs triage,issue: bug report

## Describe the bug : can't use defer in a script tag
<b> using defer = true produces <i><script defer=" "> </i> in the script tag  same goes with <i>async</i> also</b>
![image](https://user-images.githubusercontent.com/83657737/193033930-e44b902f-d169-4ad7-8849-4497f45bc4ba.png)
<b> output : 👇</b>
![image](https://user-images.githubusercontent.com/83657737/193035668-ee732b21-9890-4ab8-b857-c69485814320.png)


### Did you try recovering your dependencies?
ans) there is nothing wrong with my dependencies

### Which terms did you search for in User Guide?
ans ) i searched for  
> how to use defer in dynamically generated script tag in react   

i got no solution for this

### Environment
ans ) no output , i am using the latest react version

### Steps to reproduce
i need to make a api call after a script tag is dynamically generated
1. using <i>let script = documet.createElement("script")</i> , i created a script tag
2. enabled defer for the tag ( <i>script.defer = true</i> )
3.the output was not as expected

### Expected behavior
ans )  creating  a script with defer and async i.e 
<i> "<script defer async> </script>

### Actual behavior
ans ) it creates a script with defer = " " and async = " "  i.e
<i> "<script defer= " " async=" " > </script>
Repository: material-ui
Issue: Add possibility of the `Select` component to render additional elements in dropdown
Labels: new feature,component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Summary 💡

It should be a possibility in dropdown of `Select` component to add some additional elements. It could be an additional fixed section in dropdown where developers can add necessary elements with their own functionality.

### Examples 🌈

For example, we need to have controlled `Select` with 3 buttons in the dropdown to control the multiple selections. 

<img width="307" alt="Screenshot 2022-09-29 at 14 32 19" src="https://user-images.githubusercontent.com/67712286/193032331-c1a910bc-07dc-49a4-b40e-ffa154d17d80.png">


### Motivation 🔦

For now there is no such possibility in the `Select` component and we have to implement the section with necessary buttons with hacky approach (the only one existing approach using MUI API): `MenuItem` component is used as container for menu items block and actions buttons block, but logically that implementation is incorrect.
Repository: storybook
Issue: browser / storybook hanging with components having ReactElement[]
Labels: bug,needs triage

I'm trying to upgrade storybook to version 6.5.12 and i'm facing this issue.

When i'm using a component that has a prop of the type React.ReactElement[] (an array of React.ReactElement) in the storybook template my storybook is crashing and browser gives a 'not responding ' warning.

In a short example i try to explain what i'm doing:
```
const Template = ((args: Args) => {
  return (
    <SomeComponent youtItems={[<Button label="some label" />]} onClose={() => console.log('close')} />
  );
}) as StoryTemplate<Args>;

export const Primitive = Template.bind({});
Primitive.args = {
  size: 'md',
  id: 'my-id',
  title: 'Component title',
};
```
This was working in version 6.3 of storybook, but no longer in 6.5.12.
Also did a test on 6.4.22 which was also working ok.
scoped down this issue to be due `youtItems={[<Button label="some label" />]` having an attribute or the type React.ReactElement array.
When i test by changing the array type to be just one React.ReactElement element it is working again.
Repository: node
Issue: sequential/test-tls-psk-client fails on IBM i
Labels: ibm i

With https://github.com/nodejs/node/pull/44215 we're down to one test that is failing the IBM i CI build:

https://ci.nodejs.org/job/node-test-commit-ibmi/862/nodes=ibmi73-ppc64/console
```
10:21:56 not ok 3714 sequential/test-tls-psk-client # TODO : Fix flaky test
10:26:56   ---
10:26:56   duration_ms: 300.226
10:26:56   severity: fail
10:26:56   exitcode: -15
10:26:56   stack: |-
10:26:56     timeout
10:26:56     Failed: Timed out
10:26:56   ...
```

This test is already marked flaky on IBM i https://github.com/nodejs/node/blob/d7f193434ab699297814879835846cd4440e25ee/test/sequential/sequential.status#L30-L31 but it looks like the test runner treats timed out tests as failures (`severity: fail`) instead of flakes (`severity: flaky`).

_Originally posted by @richardlau in https://github.com/nodejs/node/issues/43509#issuecomment-1215056696_
Repository: godot
Issue: Fast scrolling in the in TextEdit with Alt key does not actually speed up the scroll if smooth scrolling is enabled
Labels: bug,topic:editor,usability,topic:gui

### Godot version

4.0b1 (affects >=3.4)

### System information

Linux/Manjaro

### Issue description

#48599 added a feature to `TextEdit` to scroll 5x faster when the Alt key is held. This works great on `TextEdit`s without smooth scrolling, but on those with it, instead of scrolling faster, it will simply put the "target line" further, which will take longer to scroll to.

Related/possible duplicate of: #56317

### Steps to reproduce

1. Make a TextEdit and fill it with plenty of lines to scroll through
2. Scroll through it holding Alt, note the speed
3. Set `scroll_smooth` to `true`
4. Try scrolling with Alt again and note the difference in behavior.

### Minimal reproduction project

_No response_
Repository: storybook
Issue: Object literal may only specify known properties, and 'env' does not exist in type 'StorybookConfig'.
Labels: bug,needs triage

Hi! 

StorybookConfig type do not support 'env' property.

tmp fix:
`const config: StorybookConfig & { env: any;} = {`
Repository: storybook
Issue: @storybook/svelte: component not render into .mdx
Labels: bug,needs triage

Hello,
I have issue with svelte on my mdx storybook. Let me explain.

## I can't see my svelte component

I want to inject directly on my mdx a svelte component. 
I've check some stackoverflow and someone use this syntax : 

```mdx
import Price from './PricePresentation.svelte'

<Meta ..... />

<Preview>
  <Story name="Normal">
    {{
        Component: Price,
        props: {
          price: '499€',
          discountRate: '20',
          discount: '1399€*',
        },
    }}
  </Story>
</Preview>
```

In fact, this one works well but it is not svelte compliant.

So if I changed to 

```mdx
<Preview>
  <Story name="Normal">
    <Price price="499e" discountRate="20" discount="1399€*" />
  </Story>
</Preview>
```

An error provided on the console. This one are due to an issue with the svelte decorator function `isSvelteComponent`.

![image](https://user-images.githubusercontent.com/2856778/193078755-0ad6dc95-3c75-4d58-abf6-59431ed1527b.png)

This one take an `result` which is no check the correct value. 
We need to check if it's a svelte component by using `obj.type.prototype.$destroy`

![image](https://user-images.githubusercontent.com/2856778/193077666-1b54ba6d-3da7-49a9-b75d-d0e4235254ad.png)

After that, it is possible to assign the component and value into the result like : 

```javascript 
result = {
      Component: result.type,
      props: result.props
};
```

![image](https://user-images.githubusercontent.com/2856778/193078053-3b55a40e-2e1d-4040-acfc-2a780e330f34.png)


And with this solution, I can render my component with svelte syntax on my mdx.

Is this solution are right ? 

## I can't see my slots

When I try to add children on my svelte components, I can see them on the object but, there are not displayed on the page.
I did't find solution for this issue.

## Package information 

```javascript
{
  "@storybook/svelte": "^6.4.19",
  "svelte": "^3.49.0",
}
```

Webpack mdx rule 

```
{
  test: /\.mdx$/,
  use: [
    {
      loader: 'babel-loader',
      options: {
        presets: ['@babel/preset-env'],
      },
    },
    {
      loader: '@mdx-js/loader',
      options: {
        jsxImportSource: 'svelte-jsx',
      },
    },
  ],
},
```

Thank you in advance
Repository: go
Issue: internal/goexperiment: remove CoverageRedesign some time in 1.23
Labels: NeedsFix,compiler/runtime


This is a tracking issue to remove the "CoverageRedesign" GOEXPERIMENT some time in the Go 1.21 release; at that point hopefully any remaining (potential) bugs/issues with the new coverage design will be ironed out, and we will no longer need the GOEXPERIMENT=nocoverageredesign fallback.

@thanm
Repository: stable-diffusion-webui
Issue: Add exif data "parameters" also to exif data "description"
Labels: enhancement

Currently the prompts are written to the "parameters" exif field.
Would be really great if the same prompt was also written to the "description" exif field.

There are a lot of image viewers / online image galleries etc that dont read the "parameters" exif field for some reason...

So if the same data that is written to "parameters" could also be written to "description" that would be awesome.
Repository: vscode
Issue: Spinning icons are blurry on standard DPI screens
Labels: debt,ux

Related https://github.com/microsoft/vscode/issues/162292

I've always thought the sync icon in particular looks really bad:

![image](https://user-images.githubusercontent.com/2193314/193094085-098a6e78-024c-437f-833d-f1a03667997a.png)
![image](https://user-images.githubusercontent.com/2193314/193094122-44b31e8c-d5ac-4a25-b896-705213d85258.png)

There are two problems I see:

1. The sub-pixel anti-aliasing (red/blue on the edges) goes away which is a jarring transition. Arguably icons like this should not have SPAA as it may make vertical and horizontal lines appear to have a different weight:
   ![image](https://user-images.githubusercontent.com/2193314/193094829-b24a605a-d557-4b76-9e19-9e402becde79.png)
   This is something that comes with icon fonts, regular SVGs do not get SPAA applied. We could force disable it if we wanted, but it's probably not worth trying as it looks fine and we're used to that icon rendering now. I doubt anyone has noticed this or cares tbh 😉 
2. The non-rotating icon is a vector rasterized and then displayed directly, the rotating icon is a vector rasterized in the non-rotated position and then rotated. I believe using animations also puts it on a separate layer or something which forces SPAA to go away and may also degrade rendering quality in favor of performance in other ways. Consider the blurry image above compared to a regular `transform: rotate(45deg)`:
![image](https://user-images.githubusercontent.com/2193314/193096912-b9830a3a-a041-4e68-ba5e-8a9e84b681d9.png)

This is much less noticeable with the loading icon as it's more simple:

![image](https://user-images.githubusercontent.com/2193314/193093901-42c3a5e4-d0ee-42d8-90ac-b07e03ecdc07.png)
![image](https://user-images.githubusercontent.com/2193314/193093912-7e3a5fe8-81d0-4321-859f-b491fadbeded.png)

However, it would still look much more crisp and at home with the rest of the icons if it did not blur:

![image](https://user-images.githubusercontent.com/2193314/193097982-73975c2a-fb44-4234-bdc0-fd442cf6951b.png)

As for the recommendation, we could use gifs or a set of pngs, however we would then lose the vector support. After thinking about it a bit here are some options we could look into, we would need to make sure they perform sufficiently:

- Set up a `setInterval`\* and get the start time via `performance.now()` and the time on `setInterval`, with this a `translate: rotate(xdeg)` could then be applied
- Rasterize the icon up front in a canvas to generate images at the ideal scale and the matching background color, swap those images out using the interval trick above
- Rasterize the icon up front in a canvas, create image data object and draw them to a canvas (I'm not sure if browsers limit the number of 2d canvas contexts like they do with webgl contexts)
- Create a DOM element for each rotation we want to present, and show only the one we want at any given time

\* `requestAnimationFrame` could also be used if we wanted higher FPS, we would then get a higher quality animation at the cost of CPU/battery
Repository: flutter
Issue: Increase CPU sampling rate when `--trace-startup` flag is passed.
Labels: engine,c: proposal,P3,team-engine,triaged-engine

When the `--trace-startup` flag is passed, the 'AppStartUp' user tag will be set at start up and unset when the first flutter frame is drawn. The goal here is to collect cpu samples from the "start up" phase of an application (all dart activity before the first frame). This feature would be much more useful if we increased the CPU sampling rate during this phase, say increasing profile_period to 50, so that the 'AppStartUp' CPU profile has more samples to give the user. Since app start up is a relatively short period of time, the more samples we can give the user here the better. We can set the profile_period back to the default at the same time that we unset the 'AppStartUp' user tag.
Repository: pytorch
Issue: Steam Deck Core Dump
Labels: high priority,module: rocm,triaged

### 🐛 Describe the bug

The following happened on my new Steam Deck.

OK, thre's obviously no driver but I think a core dump is a bit excessive (I can fall back to CPU)

```
Python 3.10.2 (main, Jan 15 2022, 19:56:27) [GCC 11.1.0] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import torch
>>> if torch.cuda.is_available() and torch.version.hip:
...     print('We have ROCm')
... else:
...     print('CPU Only')
...
"hipErrorNoBinaryForGpu: Unable to find code object for all current devices!"
Aborted (core dumped)
(134)(deck@steamdeck ~)$

```

### Versions

pip3 install torch torchvision torchaudio --extra-index-url https://download.pytorch.org/whl/rocm5.1.1

cc @ezyang @gchanan @zou3519 @jeffdaily @sunway513 @jithunnair-amd @ROCmSupport @KyleCZH