sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Server action loading causes hydration error when using react-select
Labels: bug

### Link to the code that reproduces this issue

https://github.com/kamil-wsiiz/server-action-hydration-error

### To Reproduce

1. Create new next.js app
2. Add server action in page.tsx

```
import TestSelect from './components/TestSelect';

export default async function Home() {
  'use server';
  await fetch('https://google.com', { cache: 'no-store' });

  return (
    <TestSelect />
  )
}
```

3. Create loading.tsx

```
export default function Loading() {
  return (
    <div>
      loading
    </div>
  );
}
```

4. `npm i react-select`
5. Create react-select component

```
"use client";

import Select from "react-select";

export default function TestSelect() {
  const options = [{ value: 123, label: `test` }];

  return (
    <Select options={options} />
  )
}
```

6. `npm run build && npm run start`

### Current vs. Expected behavior

Unexpected hydration error appears every few loads

<img width="457" alt="image" src="https://github.com/vercel/next.js/assets/63952739/e904aef7-2632-4e55-8b7e-607db2f5e62e">


### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 23.1.0: Mon Oct  9 21:27:27 PDT 2023; root:xnu-10002.41.9~6/RELEASE_X86_64
Binaries:
  Node: 20.9.0
  npm: 10.1.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 14.0.1
  eslint-config-next: 14.0.1
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Not sure

### Additional context

The error appears only in production mode, developer mode works flawlessly. Using this manual https://nextjs.org/docs/messages/react-hydration-error we learn about several solutions, the only working solution is to use next/dynamic, but this is a mediocre solution, because the component appears only after a while.
Repository: angular
Issue: Require main `@defer` triggers to be defined when `prefetch` conditions are present
Labels: feature,area: core,feature: under consideration,core: defer

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

With `@defer (prefetch on viewport(header))`, the prefetch setting usually has no effect. It is overridden by the default setting from the actual defer, which is idle.

Users might be confused because they expect a different behaviour.

There are similar settings where the prefetch would start after the defer.

### Proposed solution

Those types of configuration settings could be auto-detected by Angular and communicated via an error message or warning.

### Alternatives considered

@yjaaidi suggested that a defer setting could be mandatory once a prefetch has been set.
Repository: pytorch
Issue: Add validation for send/recv sizes
Labels: oncall: distributed

Issue 1:

In the example script below, if `t1` is set to `torch.zeros((4)).to(rank)` (size 4), then the script will complete and t1 will be partially filled with values `tensor([1., 1., 1., 0.], device='cuda:1')`. This is not ideal.

Issue 2:

However, if t1 is set to `torch.zeros((5)).to(rank)` (size 5), the script will hang. The work object completes, but hangs at `print()`. I took a core dump according to the backtrace it is hung at `cudaMemCpyAsync`.

```python
# NCCL_DEBUG=INFO TORCH_SHOW_CPP_STACKTRACES=1 TORCH_CPP_LOG_LEVEL=INFO torchrun --nnodes=1 --nproc-per-node=2 p2p_hang.py
import torch
import torch.distributed as dist
import os
from datetime import timedelta

rank = int(os.environ["LOCAL_RANK"])
world_size = int(os.environ["WORLD_SIZE"])
dist.init_process_group("nccl", rank=rank, world_size=world_size, timeout=timedelta(seconds=10))
torch.cuda.set_device(rank)

if rank == 0:
    t0 = torch.ones((3)).to(rank)
    w = dist.batch_isend_irecv([dist.P2POp(dist.isend, t0, 1)]).pop()
    w.wait()
elif rank == 1:
    # this should hang at w.wait(), but instead hangs at print()
    t1 = torch.zeros((5)).to(rank)
    w = dist.batch_isend_irecv([dist.P2POp(dist.irecv, t1, 0)]).pop()
    w.wait()
    print("finished wait")
    print(t1)
```

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @kwen2501 @awgu @penguinwu @fegin
Repository: PowerToys
Issue: Peek destroys Steam Icon Associations
Labels: Issue-Bug

### Microsoft PowerToys version

15.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Peek

### Steps to reproduce

Select a Steam Icon on the desktop.
Press Ctrl+Space.   Peek window pops up.
Click on the top/middle button: 'Open with Internet Browser'.
Select my Vivaldi browser in this install location: C:\Users\andys\AppData\Local\Vivaldi\Application\Vivaldi.exe



### ✔️ Expected Behavior

I just expected it to open that icon in the browser!

### ❌ Actual Behavior

All of my Steam Icons turn into the Vivaldi icon.
Opening any Steam icon, opens it's contents into a new Vivaldi tab.

It, apparently changed the .url file association for the Steam icons to Vivaldi permanently.  

Double clicking on any Steam Icon does not launch the Steam program, it now just opens the shortcuts contents into the browser.
Viewing the contents of the Steam Icons in Notepad, shows that the steam shortcut information is still there intact.  
```
[{000214A0-0000-0000-C000-000000000046}]
Prop3=19,0
[InternetShortcut]
IDList=
IconIndex=0
URL=steam://rungameid/949230
IconFile=C:\Steam MAIN\steam\games\a183d04770e4cc9e6d615ad0f3301609fd23ac9c.ico
```
That is an example 'after' I restore my computer from backup.  **NOTE:** I don't think the [InternetShortcut] section was in the affected icons before the restore.

Viewing the Properties of the Steam Icons, shows a different type of Shortcut, and does not show the normal 'Web Document' Tab with the normal URL Target: steam://rungameid/949230

PS: You should add a "_**I don't know**_' option about the Running as Admin question of this form.  Because, I don't remember...
![PowerToys Peek UI_rKldhvzQV2](https://github.com/microsoft/PowerToys/assets/924147/a3e9d48f-47f2-4d1b-b07b-4319e0521eef)


### Other Software

_No response_
Repository: storybook
Issue: [Bug]: addon-docs - mdx-react-shim.js - does not provide an export named 'useMDXComponents'
Labels: bug,addon: docs,builder-vite,sev:S3

### Describe the bug

After succesfully install latest storybook on  Vuetify (Vue3) project I see this on MDX "Configure your project" site:

<img width="1670" alt="Captura de pantalla 2023-11-09 a las 19 28 17" src="https://github.com/storybookjs/storybook/assets/80262126/9aa57c8d-1856-422e-ae1d-cdbf51b6884f">

Thanks!

### To Reproduce

_No response_

### System

```bash
yarn dlx storybook@latest init
```


### Additional context

_No response_
Repository: stable-diffusion-webui
Issue: [Feature Request]: adding "workflows" that automatically enable pre-configured extensions on startup
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Add a new tab/setting that allows for the creation of workflows - lists of extensions that are generally used together. 

When many extensions are installed at once, there are often problems such as lag, long starting time, or incompatibility between extensions(I have already confirmed that disabling extensions, these problems go away). 

By defining different extension sets for animation, video2video, txt2img, tagging and other uses, and then enabling only the required one when starting the webui, lag and similar problems can be reduced(would be much more convenient then starting the UI only to disable some extensions and then restarting it)

### Proposed workflow

This is just an example of how such a thing could be implemented

1. Go to Settings/Workflows
2. Add new workflow/Choose an existing one
3. Specify in a textbox a list of extensions to include
4. Save workflow
5. When starting the webui, add this command line argument with the following option: 
         --workflow _workflow_name_
(may also be useful to specify multiple workflows in order to load all of the extensions in them)
(if not present, will use the default, currently implemented behavior)


### Additional information

_No response_
Repository: pytorch
Issue: [pytree] implement key path API
Labels: triaged,module: pytree

JAX has a [key path API](https://jax.readthedocs.io/en/latest/jax-101/05.1-pytrees.html#key-paths) which makes it easy to index into a pytree. This would definitely be useful for more advanced users manipulation Pytrees; we have at least one internal use case for it already.

cc @zou3519
Repository: next.js
Issue: `fetch()` requests are not cached if the response is slow
Labels: bug,Navigation

### Link to the code that reproduces this issue

https://github.com/benokif/nextJS-issue-redirect-fetch-cache

### To Reproduce

1.Start the application with `next dev`
2.Navigate to `localhost:3000/dashboard/invoices`
3.Click on the submit button.

Observe the logs in the console

4. In `app/dashboard/customers`, toggle the following:

```diff
-  await fetch("http://localhost:3000/api/fast");
+  //await fetch("http://localhost:3000/api/fast");
  // un-comment the line below and toggle the line above to toggle the api calls
-  //await fetch("http://localhost:3000/api/slow");
+await fetch("http://localhost:3000/api/slow");
```

5.Repeat steps 1 to 3



### Current vs. Expected behavior

When the `fast` API endpoint is called, the fetch request is properly cached as expected, and you should see this in the console:

```
customers rendered
GET FAST
customers rendered
```

When performing a `fetch` to the `slow` endpoint (which has a hardcoded 200ms delay), the behavior is different:

## Current behavior

The `fetch` request is not cached, and is called twice
```
customers rendered
customers rendered
GET SLOW
GET SLOW
```

## Expected behavior

The `fetch` request should be cached
```
customers rendered
customers rendered
GET SLOW
```



### Verify canary release

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

### Provide environment information

```bash
Platform: darwin
  Arch: x64
  Version: Darwin Kernel Version 20.6.0: Thu Jul  6 22:12:47 PDT 2023; root:xnu-7195.141.49.702.12~1/RELEASE_X86_64
Binaries:
  Node: 18.17.1
  npm: 9.6.7
  Yarn: 1.22.17
  pnpm: N/A
Relevant Packages:
  next: 14.0.2-canary.26
  eslint-config-next: 14.0.0
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 5.2.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Routing (next/router, next/navigation, next/link)

### Additional context

This is related to #57257: the `fetch` request is happening twice because of the double render caused by `redirect`.
But this is a separate issue: even with a double page render, React should memoize `fetch` requests that have the same URL and options.
As you can see in the logs above the issue arises when the response is slower: when the second render happens **before**  the `fetch` request of the first render has returned, the request is not memoized

### case 1: fast API response

```
customers rendered
GET FAST  // the fetch response is returned before the second render happens --> the fetch gets cached
customers rendered
```

### case 2: slower API response

```
customers rendered
customers rendered
GET SLOW  // the fetch response happens after the second render --> the fetch does not get cached
GET SLOW
```
Repository: godot
Issue: Unique Identifier (% identifier) does not work with an instantiated node
Labels: topic:core,documentation

### Godot version

Godot 4.1.3 stable

### System information

Windows 10

### Issue description

The Unique Identifier doesn't work in ready() when used in an instantiated node,
Instead of returning the node to search for, it returns null.
This behavior only occurs when the node containing the code making the request with the unique ID is instantiated by code.
The searched node can still be found using the classic godot path in the instantiated node

### Steps to reproduce

- Create a scene with a node looking for a node with a unique id
- Instantiate the node
- Instead of finding the node with the unique ID, we get a null

Example with a scene instantiated by the editor, then by code :
```
I tried to get unique and got: Unique:<Node2D#27111982233>
Instanciating get_unique
I tried to get unique and got : <Object#null>
```


### Minimal reproduction project

[TestUID.zip](https://github.com/godotengine/godot/files/13311900/TestUID.zip)
Repository: flutter
Issue: The iOS shell should support multiple views or windows
Labels: platform-ios,engine,c: proposal,P2,a: multi window,team-ios,triaged-ios

The iOS embedder should be able to create multiple views, and use the correct view ID in components/callbacks.

Related: https://github.com/flutter/flutter/issues/30701

(This issue is mostly created for tracking purposes and for TODO.)
Repository: pytorch
Issue: TorchXLA - owner @JackCaoG
Labels: triaged,module: xla

cc @bdhirsh
Repository: go
Issue: proposal: x/sys/execabs: deprecate the package
Labels: Proposal

x/sys/execabs was introduced after we introduced the internal/execabs package in 2021 in order to fix a security issue, so that the same functionality could be used in external packages. In 1.19 we changed the default behavior of os/exec to match internal/execabs, and removed that package.

At this point it seems reasonable to deprecate x/sys/execabs, and point people at os/exec again.
Repository: flutter
Issue: The Linux embedder should support multiple views or windows
Labels: platform-linux,a: desktop,P2,a: multi window,team-linux,triaged-linux

The Linux embedder should be able to create multiple views, and use the correct view ID in components/callbacks.

Related: https://github.com/flutter/flutter/issues/30701

(This issue is mostly created for tracking purposes and for TODO.)
Repository: youtube-dl
Issue: Feature Request: Download a Portion of Video with youtube-dl
Labels: request

**Feature Request: Download a Portion of Video with youtube-dl**

**Description:**
I would like to request a new feature for youtube-dl that allows users to download a specific portion of a video by specifying a start time and an end time. This feature would be particularly useful for users who want to download only a certain segment of a longer video.

**Proposed Implementation:**
One way to implement this feature could be by introducing additional command-line arguments, such as `--start-time` and `--end-time`, to youtube-dl. Users would provide the start and end times in the format "HH:MM:SS," and youtube-dl would download the video from the specified start time to the end time.

 **Suggested Behavior**:
- Add an option to specify the start time and end time when downloading a video. For example:
```bash
youtube-dl --start-time 01:30 --end-time 02:00 https://www.youtube.com/watch?v=VIDEO_ID
```
Repository: next.js
Issue: [edge] `req.originalRequest` is `undefined` causing critical error during page render -- included line num causing bug
Labels: bug,Runtime

### Link to the code that reproduces this issue

https://github.com/james-elicx/next-geolocation-pages
Read additional context part for info about the PR that introduced the bug, the line causing it, and what I believe would fix it.

### To Reproduce

clone repo, then:
`npx @cloudflare/next-on-pages`
`npx wrangler pages dev .vercel/output/static --compatibility-flag=nodejs_compat`

### Current vs. Expected behavior

Page should render and not throw an error due to line - https://github.com/vercel/next.js/blob/canary/packages/next/src/server/base-server.ts#L916

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #1 SMP Fri Jan 27 02:56:13 UTC 2023
Binaries:
  Node: 18.16.0
  npm: 9.6.6
  Yarn: 2.4.3
  pnpm: 8.7.0
Relevant Packages:
  next: 14.0.2
  eslint-config-next: 13.4.13-canary.11
  react: 18.2.0
  react-dom: 18.2.0
  typescript: 4.9.5
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router, Middleware / Edge (API routes, runtime)

### Additional context

Introduced by https://github.com/vercel/next.js/pull/57815 (part of 14.0.2-canary.4). This line - https://github.com/vercel/next.js/blob/canary/packages/next/src/server/base-server.ts#L916 - asserts an object is of a type that it is not in true edge runtime deployments, causing a `hanging Promise was canceled` error in Cloudflare deployments.

In other places in the codebase, this is accounted for and falls back to using the `req` when `req.originalRequest` is undefined. See the following for example: https://github.com/vercel/next.js/blob/canary/packages/next/src/server/base-server.ts#L2315-L2317

Other parts of the codebase do `(req as NodeNextRequest).originalRequest ?? (req as WebNextRequest)`

I believe that should also be done where you are doing `const { originalRequest } = req as NodeNextRequest`, and this will allow edge runtime rendering to work as expected like before.
Repository: godot
Issue: Problem with this line get_tree().change_scene_to_file("res://Path") in Godot 4.2
Labels: topic:core

### Godot version

4.2 beta 5

### System information

windows 10

### Issue description

on this line `get_tree().change_scene_to_file("res://Client/Client.tscn")` i get this error

```
E 0:00:01:0809   Main.gd:5 @ _ready(): Parent node is busy adding/removing children, `remove_child()` can't be called at this time. Consider using `remove_child.call_deferred(child)` instead.
  <Erreur C++>   Condition "data.blocked > 0" is true.
  <Source C++>   scene/main/node.cpp:1436 @ remove_child()
  <Pile des appels>Main.gd:5 @ _ready()
```

Also on 4.1 when i go back to this scene i made :

queue_free()
get_tree().change_scene_to_file("res://Client/Client.tscn")

this doesn't work anymore, this loads nothing
[edit] no crash logs, just empty window left


### Steps to reproduce

launch godot 4.2 beta with an app than contains this line `get_tree().change_scene_to_file("res://Client/Client.tscn")`

### Minimal reproduction project

N/A
Repository: vscode
Issue: Feature Request: Quick Open dialogue shows exact matches while loading other results
Labels: feature-request,quick-open

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

In addition to fuzzy searches, I use quick open when I know a file's exact path within a project. For large projects, file searching can be (understandably) slow, however with an exact path I wish I could see it right then. Ideally, pasting an exact path in the bar would show an immediate match while other results are loading.

Quick open is really useful and by far the best fuzzy search I've used in an editor. Unfortunately, very large projects are difficult to navigate in the file explorer widget, _and_ occasionally make quick open slow, which is a painful combo.

I sometimes resort to `code -r <path>` in the integrated terminal, with the downside that if I _think_ I have the right path but I'm wrong, I then have to redo it in quick open.

More generally, surfacing results as they are found could be nice if it could be done unobtrusively (e.g. without moving UI around while trying to use it)
Repository: godot
Issue: Scroll Container doesn't behave correctly when both bars are visible.
Labels: bug,topic:gui

### Godot version

v4.1.3.stable.official [f06b6836a] (Pretty much every version since 3.x)

### System information

Windows 10 - Compatibility+

### Issue description

When a scroll container only has a vertical or horizontal bar, they work fine. They act pretty much how you'd expect. But when both bars are visible at the same time, content overlap with the bars. This is especially visible when the bars are transparent, but even when the bars are opaque you can see content out of the margin you'd expect, notably at the bottom right which should be an empty square but sometimes has content visible.

This can be a trivial graphical glitch in some cases, but in others it makes using scroll containers a chore.

### Steps to reproduce

Putting any content in a scroll container that has both bars visible.

### Minimal reproduction project

N/A
Repository: flutter
Issue: TextField doesn't report "up" event in onTapOutside
Labels: a: text input,f: material design,f: gestures,has reproducible steps,P2,team-design,triaged-design,found in release: 3.13,found in release: 3.17

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Steps to reproduce

1. Use the provided repro code
2. Tap on the text field to give it focus
3. Tap outside the text field to trigger the `onTapOutside` callback

### Expected results

The `onTapOutside` is called twice - once for a down event, and once for an up event.

### Actual results

The `onTapOutside` is only called once, for a "down" event.

### Code sample

<details><summary>Code sample</summary>

```dart
import 'package:flutter/material.dart';

const Color darkBlue = Color.fromARGB(255, 18, 32, 47);

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      theme: ThemeData.dark().copyWith(
        scaffoldBackgroundColor: darkBlue,
      ),
      debugShowCheckedModeBanner: false,
      home: Scaffold(
        body: Center(
          child: MyWidget(),
        ),
      ),
    );
  }
}

class MyWidget extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Center(
      child: SizedBox(
        width: 350,
        child: TextField(
          onTapOutside: (event) {
            print("Tap outside event - is down? ${event.down}");
          }
        ),
      ),
    );
  }
}

```

</details>


### Screenshots or Video

NA

### Logs

<details><summary>Logs</summary>

```console
Tap outside event - is down? true
```

</details>


### Flutter Doctor output

This reproduction works on DartPad.dev, but I've also reproduced locally in an iOS simulator:

<details><summary>Version output</summary>

```console
Flutter 3.16.0-12.0.pre.41 • channel master • https://github.com/flutter/flutter.git
Framework • revision 4b72a6e831 (4 weeks ago) • 2023-10-14 01:01:03 -0400
Engine • revision 472be42e90
Tools • Dart 3.3.0 (build 3.3.0-26.0.dev) • DevTools 2.28.1
```

</details>