sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: flutter
Issue: Document ffiPlugin pubspec.yaml key, and its implications on existing plugins that use FFI
Labels: d: api docs,team-ecosystem,P2,a: plugins,triaged-ecosystem

Hello!

I would like the documentation to be able to answer this following questions.

- What is this new ffiPlugin key in the pubspec.yaml and what does it do?
- Plugins using FFI existed before this pubspec.yaml key was introduced, so what changes under the hood?
- Can we keep the unused method channel so that our plugin keeps building on older versions of flutter?
- when was that key in the pubspec.yaml introduced?

Also, for extra consideration, can you maybe reply this questions (they're not completely required)
- Will you use it for PANA?
- Do you tree shake the native implementation if the dart library is never used?
- Do you link statically and reflect on the FFI annotations to tell the linker to drop unused references?
Repository: flutter
Issue: Flutter clean should use noExitOnFailure when deleting
Labels: tool,P2,team-tool,triaged-tool

Currently when deleting, the EHFS will `throwToolExit` eagerly when deletion fails due to an access error. However the implementation of the clean command has its own logic for handling a failure to delete. This means users will likely never see the potentially helpful message here: https://github.com/flutter/flutter/blob/master/packages/flutter_tools/lib/src/commands/clean.dart#L113.

Instead of deletion is called under EHFS.noExitOnFailure, the EHFS will throw an `Exception` instead of `throwToolExit`, which can then be caught by the clean command, which can still print its own message.

An alternative would be to take the advice from the clean command and add it to the advice in the EHFS when deletion fails due to an access error on Windows.

cc @christopherfujino
Repository: storybook
Issue: Canvas Doc Block with non-story content should be able to define his own source rendering
Labels: feature request,needs triage

**Is your feature request related to a problem? Please describe**
I'm always frustrated with StoryBook HTML and the fact that I'm not always able to hide stories into the sidebar but I know it's a really hard work and maybe a no high priority.
 
With time, I found a workaround https://github.com/storybookjs/storybook/issues/9209#issuecomment-996564139I by using `html-react-parser` to render dynamically story template inside Canvas Doc Block but the source rendering is not dynamic and by the way very useless because I can't see the true HTML.

I'm not sure at all that is a feature Request because the Source Doc Block of a Canvas should display what is rendered on screen and not what the Canvas contains especially when it's React elements 🤔

**Reproduction**
GitHub repository: https://github.com/7studio/sb-repo-html-canvas-source
Chromatic project: https://62eb96363d58eea5f465900f-omtihjeekw.chromatic.com/?path=/docs/dynamic-source--dynamic-source

**Describe the solution you'd like**
I would like to be able to use some config of the Source Doc Block (language, format, type) on Canvas Doc Block or to have dynamic source rendering by default for Canvas Doc Block.

**Are you able to assist to bring the feature to reality?**
Yes, I can even if React is not my piece of cake.
Repository: flutter
Issue: Migrate to `asurfacetransaction_setframetimeline` from `eglPresentationTimeANDROID`
Labels: platform-android,engine,P3,team-android,triaged-android

HWUI used to use `eglPresentationTimeANDROID`, but it now uses the newer frame timeline capabilities instead https://developer.android.com/ndk/reference/group/native-activity#asurfacetransaction_setframetimeline, migrate Flutter's usage of `eglPresentationTimeANDROID` to this as well.
Repository: create-react-app
Issue: How to log from module inside node_modules?
Labels: needs triage

How to `console.log` from module inside node_modules?

I'd like to add some monkey patch to `react-router` like `console.log('memory router loaded');` but I couldn't see any log messages from `node_modules/*` in chrome console.
Repository: godot
Issue: Unexpected results when converting a project from 3 to 4
Labels: bug,topic:editor

### Godot version

v4.0.alpha.mono.custom_build [426240f18]

### System information

Ubuntu 22.04

### Issue description

In the current state, the project converter isn't able to convert some things like `ResourceLoader.load_interactive()`.

It also doesn't correctly convert functions like `move_and_slide()` and `intersect_ray()`, resulting in some unexistent functions.

The project converted was TPS Demo.

### Steps to reproduce

Download the [latest release of the TPS Demo](https://github.com/godotengine/tps-demo/releases/tag/3.4-4a9d4f3).

Convert it using `--convert-3to4`.

Run it on editor.

### Minimal reproduction project

_No response_
Repository: pytorch
Issue: getDLContext in DLConvertor.h cannot be found
Labels: triaged,module: dlpack

https://github.com/pytorch/pytorch/blob/67ece03c8cd632cce9523cd96efde6f2d1cc8121/aten/src/ATen/DLConvertor.h#L17
is not consistent with the definition in DLConvertor.cpp
https://github.com/pytorch/pytorch/blob/67ece03c8cd632cce9523cd96efde6f2d1cc8121/aten/src/ATen/DLConvertor.cpp#L71
Repository: vscode
Issue: Add support for running custom tasks in VS Code Web
Labels: feature-request,tasks

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->

We have a web extension which provides a custom task provider and works as expected in both VS Code Desktop and VS Code Web.

A minor issue with dependencies was found in https://github.com/microsoft/vscode/issues/157041 but this was closed as tasks aren't officially supported in VS Code Web.

I can understand that `shell` and `process` tasks can't work without some sort of access to the user's machine, but can custom tasks be officially supported especially as they already seem to work very well for us?

This would include exposing the task menu items and making it clear only custom tasks will work.
Repository: go
Issue: proposal: net: add IPConn methods to send/recv with netip.Addr
Labels: Proposal

net.UDPConn has:

```
func (c *UDPConn) WriteToUDPAddrPort(b []byte, addr netip.AddrPort) (int, error)
func (c *UDPConn) WriteMsgUDPAddrPort(b, oob []byte, addr netip.AddrPort) (n, oobn int, err error)
func (c *UDPConn) ReadFromUDPAddrPort(b []byte) (n int, addr netip.AddrPort, err error)
func (c *UDPConn) ReadMsgUDPAddrPort(b, oob []byte) (n, oobn, flags int, addr netip.AddrPort, err error)
```

I propose we also add methods on `IPConn`, like:

```
func (c *IPConn) ReadFromIPAddr(b []byte) (int, netip.Addr, error)
func (c *IPConn) ReadMsgIPAddr(b, oob []byte) (n, oobn, flags int, addr netip.Addr, err error)
func (c *IPConn) WriteMsgIPAddr(b, oob []byte, addr netip.Addr) (n, oobn int, err error)
func (c *IPConn) WriteToIPAddr(b []byte, addr netip.Addr) (int, error)
```

/cc @andrew-d @josharian
Repository: terminal
Issue: Run as administrator profiles do not run until terminal is ran as administrator.
Labels: Help Wanted,Issue-Bug,Product-Terminal,Needs-Tag-Fix,Priority-2

### Windows Terminal version

1.14.1963.0

### Windows build number

10.0.22000.832

### Other Software

_No response_

### Steps to reproduce

1. Log in to windows as a standard user without administrative permissions
2. Create a new profile and configure it to run as administrator.
3. Save the settings and try to run the profile

### Expected Behavior

When the profile is ran under the standard non-admin account, the system should prompt the user for administrator credentials. Once the credentials are entered, the profile should run in a new windows with administrator permissions.

### Actual Behavior

After entering credentials to the user account control prompt, the profile does not run. Instead it's execution (and appearance of its windows) is delayed until a new instance of terminal is ran as administrator.

This issue does not affect administrator accounts, it only occurs for accounts that are not in the administrators group.
Repository: vscode
Issue: Transform file:// URIs to remote URI inside comments and hover result markdown in remote mode 
Labels: bug,markdown

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- VS Code Version: All
- OS Version: All

Steps to Reproduce:

1. connect to a remote host and open a ts file with following content (file path and remote authority may differ)
```typescript
/**
 * remote uri in rendered jsdoc markdown: ok  
 * [link](vscode-remote://ssh-remote+host/home/semesse/test/test.ts)
 * 
 * file uri in rendered jsdoc markdown: not ok  
 * file uri in comment: not ok  
 * [link](file:///home/semesse/test/test.ts)
 * 
 * link in rendered jsdoc markdown (resolved to file://): not ok  
 * {@link a}
 */
const a = 1
```
2. only the link with `vscode-remote://` will navigate to the correct file path and line, others will throw a `File not found` error

Those URIs are intended for local machine, but for remote ssh they must be transformed before accessing from UI. Maybe we should transform `file://` URIs to remote ones in hovers and comments?

I'd be happy to work on fixing this issue 🥰
Repository: kubernetes
Issue: Validation cleanups needed: proper use of "Required" and "Invalid"
Labels: kind/cleanup,help wanted,sig/architecture,triage/accepted

Looking at validation code, I see places that are using the last argument to `field.Required` that do not need to be.  It's extra detail that is almost never needed.  For example:

```
field.Required(fldPath.Child("type"), "must specify a metric source type"))
```

This seems totally redundant - the error already says that a field named "type" is required.  It is occasionally useful to add additioninfo, such as:

```
field.Required(fldPath.Child("maxUnavailable"), "cannot be 0 when maxSurge is 0"))
```

Likewise, `field.Invalid` has details which are more often used, but the details should not repeat the field name.

Also, sometimes Invalid is used, when required would be better:

```
allErrs = append(allErrs, field.Invalid(fldPath, "", "bootstrapToken or file must be set"))
```
Repository: godot
Issue: AnimationNodeStateMachine overvalues node distances in pathfinding algorithm and ignores disabled
Labels: bug,topic:animation

### Godot version

3.4.5

### System information

Windows 10

### Issue description

The AnimationTree state machine uses astar pathfinding for travel, which according to documentation "Transitions from the current state to another one, following the shortest path.". Given the level of abstraction, one would typically assume that by "shortest" it means the path that travels thru the least amount of nodes. Instead, the actual distance on the graph is the determining factor. So much so that when a node points to two other nodes, travel will follow the path that is physically shortest, even if it's disabled and the other path has higher priority, as long as the other node is sufficiently distant. Most users do not think of distances in graphs to be consequential, but just abstract representations of connections.

My proposals are:
1. scene/animation/animation_node_state_machine.cpp uses distance_to in its pathfinding. Imho this should be normalized to give priority its proper weight in the astar algorithm. Until it isn't, documentation should reference the effect of node distances on travel(). Something along the lines of: "distances between nodes affects priority".
2. disabled should, of course, prevent travel() from passing thru the connection. I have seen that godot 4 doesn't have this issue so I figure it's a bug in stable, but I do not know what is causing it.
3. This is more of a feature request, but I think AnimationTree really needs a "disable condition", not just a condition for auto-advance. Advance condition currently works for animations transitioning on their own without travel(), but it doesn't affect travel and doesn't prevent travel from passing thru undesired nodes. Transitions are harder to access via code, so having a condition that sets disabled to true/false would help control animation flow better. I have seen godot 4 has advance_expression, but documentation is scarce, and I have not been able to use it to reproduce the behavior I just described.

### Steps to reproduce

Inside the project I have set up an AnimationTree. The node Back is connected to two empty routing nodes: Full and Skip. The first has an AtEnd connection, the second Immediate. When traveling from Pulse to Idle, Skip will play even while disabled. Skip has higher priority than Full, but if you drag Skip further away, only Full will play even when turning Skip's disabled to false.
The project isn't set up for testing in Play yet, but this behavior still happens in my own project.

### Minimal reproduction project

[AnimationTreeBug.zip](https://github.com/godotengine/godot/files/9262527/AnimationTreeBug.zip)
Repository: tauri
Issue: [feat] Add sidecar hash verification 
Labels: type: feature request

### Describe the problem

Currently we cant verify if the sidecar was changed or modified from the one in production.
In my case my sidecar containt public key that verify e signature given from e server so  i dont want this public key to be replaced in sidecar binary.

### Describe the solution you'd like

Add hash verification to check if the sidecar have changed from the one in production ,
on tauri launch it verify the hash if not equal then close the app

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: When I click to auto-update the installer permissions window opens in the background
Labels: Area-Setup/Install,Area-User Interface,Needs-Triage

### Microsoft PowerToys version

0.61.1

### Running as admin

- [X] Yes

### Area(s) with issue?

Installer

### Steps to reproduce

When a new version is available and I accept the upgrade, the installer downloads normally but when it comes time to gray the screen and ask the human for permission to install the system installer icon appears in the app tray but it is in the background and an unobservant user might wait forever before clicking on the icon, answering yes to the installation permission question, and the installer then continuing normally.

### ✔️ Expected Behavior

Screen grays and the question is in the foreground immediately.

### ❌ Actual Behavior

Permissions question only appears when the installer icon is clicked on. It has been this way for months. Just kept forgetting to report it.

### Other Software

_No response_
Repository: vscode
Issue: Introduce command palette overlay focus
Labels: feature-request,quick-open

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## Description of the problem

Hey! 👋🏼 

I recently switched from Atom to VSCode a few weeks ago since the deprecation was announced. In the transition process I realised something that made Atom a bit more easy to use when working with [the command palette](https://code.visualstudio.com/docs/getstarted/userinterface#_command-palette)

Here's how the UI looks when the command palette is open in VSCode.

<img width="1648" alt="Screenshot 2022-08-04 at 19 28 19" src="https://user-images.githubusercontent.com/7629661/182933863-4b95627a-88ae-438c-a49b-430abbac59e9.png">

I find this pattern a bit confusing since there's not a clear focus to the command palette when I'm using it, I can get distracted by other things in the UI while I'm writing a command or trying to open a file.

## Suggested solution

I think that focusing the command palette when is open, creates a better user experience and a focus to the UI you're interacting with. If we compare observe the behaviour in Atom, an overlay with opacity is introduced to the UI improving the focus prioritising the visibility of the command palette.

<img width="1481" alt="Screenshot 2022-08-04 at 19 33 15" src="https://user-images.githubusercontent.com/7629661/182937839-c418a29d-4e77-45e9-92c3-b88118dd8946.png">

## Additional context

I think we can introduce a new setting in order to enable this new feature, giving the users the flexibility to decide if they want it or not, something like:

```js
{
  "workbench.commandPalette.overlayFocus": Boolean,
}
```

Can be related with https://github.com/microsoft/vscode/issues/115641
Repository: TypeScript
Issue: VSCode shows unexpected problem on valid ts codes after v1.68.1
Labels: Bug,Rescheduled

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- VS Code Version: 1.68.1, 1.69.2, 1.70.0
- OS Version: Windows_NT x64

Steps to Reproduce:

1. Create a new file, select the language as Typescript.
2. Type in the code below:
```ts
class A {
    static Foo = class {}
}

class AFoo extends A.Foo {}
```

This is valid typescript, and it works OK in v1.67.2 and prior versions.
However, in v1.68.1 and newer(tested in 1.68.1, 1.69.2, 1.70.0), the editor shows two unexpected problems: 
`Cannot find name 'A'.ts(2304)`
`'A' only refers to a type, but is being used as a namespace here.ts(2702)`

Screenshots for comparison:
1.67.2
![1](https://user-images.githubusercontent.com/6128692/182934564-90b465eb-b59d-4555-af8f-dd53031c829f.png)

1.68.1
![2](https://user-images.githubusercontent.com/6128692/182934576-7f4e64ff-3d09-4538-b364-6b573684bf9f.png)



Notice that this code works OK in [Typescript Playground v4.7.3](https://www.typescriptlang.org/play?ts=4.7.3#code/MYGwhgzhAECC0G8CwAoa7oQC5iwS2GgDEB7E6AXmlEhgQF9VGVUapoAhaAUwA8tuAOwAmMWADpS5BkA) (which is bundled by VSCode v1.68.1), so I suppose it may be caused by vscode itself rather than the tsserver.


---
(updated 2022.9.4) Add two similar cases:
```ts
const B = {
    Foo: class { }    
}

namespace C {
    export class Foo { }
}

class BFoo extends B.Foo {
                // ^ error here, expect no error
}
class CFoo extends C.Foo {
                // ^ no error as expected
}
```
Repository: neovim
Issue: Multiple File Opened From Explorer Integration
Labels: enhancement

### Feature already in Vim?

https://github.com/vim/vim/pull/3561

### Feature description

In windows- when one opens a second and consecutive file, and Neovim is already open, open new files in new buffers.
![PXL_20220804_204434442](https://user-images.githubusercontent.com/36412717/182949169-3127f1bd-4095-49f6-890b-42139ce23ae8.jpg)
Repository: PowerToys
Issue: FancyZones Layout Editor reverts to Priority Grid after changing active template using hotkey
Labels: Issue-Bug,Product-FancyZones,Priority-2

### Microsoft PowerToys version

"0.61.1"

### Running as admin

- [ ] Yes

### Area(s) with issue?

FancyZones, FancyZones Editor

### Steps to reproduce

1. Open Layout Editor, either using hotkey (Windows+`) or from PowerToys/FancyZones Settings tab
2. Make sure you assign a hotkey to at least one custom layout (i.e. Ctrl-Windows-Alt+1)
3. Select ANY Layout _besides_ "Priority Grid" (either a built-in one or a custom one)
4. Close Layout Editor
5. RE-open layout editor via hotkey (Windows+`) OR from settings
6. Notice the same layout you chose in step 3 is still considered "active"
7. Close Layout Editor
8. NOW, press the hotkey to set the current layout to one of your custom layouts (i.e. Ctrl-Windows-Alt+1) (you will see the layout zones flash on the screen as confirmation)
9. RE-open layout editor via hotkey OR from settings
10. The layout editor will NOW "look" as if "Priority Grid" is the currently active layout, but it's really not (which you can prove by closing layout editor and dragging windows around). Unless you select a different layout while in the editor, the REAL active layout is the one you selected with the hotkey, even thought the editor displays a different one.

### ✔️ Expected Behavior

After setting the active layout using a hotkey, the layout editor should still display THAT layout as if it's the active one, instead of reverting back to "Priority Grid"

### ❌ Actual Behavior

layout editor shows the built-in "Priority Grid" layout as the active layout when launching the editor _after_ selecting one via hotkey

### Other Software

_No response_