Issue Type: Bug
I'm developing a Node.js webserver application with the following launch configuration:
{
// Use IntelliSense to learn about possible Node.js debug attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "Launch Program",
"type": "node",
"program": "${workspaceFolder}/dist/server.js",
"request": "launch",
"preLaunchTask": "npm: build"
},
{
"type": "node",
"request": "attach",
"name": "Attach by Process ID",
"processId": "${command:PickProcess}",
"protocol": "inspector"
}
]
}
This has been working perfectly until version 1.49 has been installed. Since then, I get the following error when launching the application:
Can't find Node.js binary "node": path does not exist. Make sure Node.js is installed and in your PATH, or set the "runtimeExecutable" in your launch.json
Output from echo $PATH:
/Users/ben/.rbenv/shims:/Users/ben/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/Users/ben/Library/Android/sdk/platform-tools/
Out from which node:
Of course I can add the argument runtimeExecutable to launch.json, but I think this should not be necessary.
VS Code version: Code 1.49.0 (e790b93, 2020-09-10T17:39:53.251Z)
OS version: Darwin x64 19.6.0
System Info
| Item |
Value |
| CPUs |
Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 x 2600) |
| GPU Status |
2d_canvas: enabled flash_3d: enabled flash_stage3d: enabled flash_stage3d_baseline: enabled gpu_compositing: enabled metal: disabled_off multiple_raster_threads: enabled_on oop_rasterization: enabled opengl: enabled_on protected_video_decode: unavailable_off rasterization: enabled skia_renderer: disabled_off_ok video_decode: enabled webgl: enabled webgl2: enabled |
| Load (avg) |
2, 2, 2 |
| Memory (System) |
16.00GB (0.02GB free) |
| Process Argv |
|
| Screen Reader |
no |
| VM |
0% |
Extensions (13)
| Extension |
Author (truncated) |
Version |
| angulardoc-vscode |
Ang |
6.1.3 |
| vscode-eslint |
dba |
2.1.8 |
| xml |
Dot |
2.5.1 |
| EditorConfig |
Edi |
0.15.1 |
| vscode-npm-script |
eg2 |
0.3.13 |
| prettier-vscode |
esb |
5.6.0 |
| php-debug |
fel |
1.13.0 |
| twig-language-2 |
mbl |
0.9.2 |
| debugger-for-chrome |
msj |
4.12.10 |
| vscode-react-native |
msj |
0.17.0 |
| vscode-jest |
Ort |
3.2.0 |
| vscode-icons |
vsc |
10.2.0 |
| markdown-all-in-one |
yzh |
3.3.0 |
Issue Type: Bug
I'm developing a Node.js webserver application with the following launch configuration:
{ // Use IntelliSense to learn about possible Node.js debug attributes. // Hover to view descriptions of existing attributes. // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 "version": "0.2.0", "configurations": [ { "name": "Launch Program", "type": "node", "program": "${workspaceFolder}/dist/server.js", "request": "launch", "preLaunchTask": "npm: build" }, { "type": "node", "request": "attach", "name": "Attach by Process ID", "processId": "${command:PickProcess}", "protocol": "inspector" } ] }This has been working perfectly until version 1.49 has been installed. Since then, I get the following error when launching the application:
Can't find Node.js binary "node": path does not exist. Make sure Node.js is installed and in your PATH, or set the "runtimeExecutable" in your launch.json
Output from
echo $PATH:Out from
which node:Of course I can add the argument runtimeExecutable to launch.json, but I think this should not be necessary.
VS Code version: Code 1.49.0 (e790b93, 2020-09-10T17:39:53.251Z)
OS version: Darwin x64 19.6.0
System Info
flash_3d: enabled
flash_stage3d: enabled
flash_stage3d_baseline: enabled
gpu_compositing: enabled
metal: disabled_off
multiple_raster_threads: enabled_on
oop_rasterization: enabled
opengl: enabled_on
protected_video_decode: unavailable_off
rasterization: enabled
skia_renderer: disabled_off_ok
video_decode: enabled
webgl: enabled
webgl2: enabled
Extensions (13)