sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: Hydration error when using app dir in Next.js 13 (Video included)
Labels: bug,stale

### Verify canary release

- [x] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```
Operating System:
  Platform: Mac OS
Binaries:
  Node: N/A
  npm: N/A
  Yarn: N/A
  pnpm: N/A
Relevant packages:
  next: 13.1.1
  eslint-config-next: 13.1.1
  react: 18.2.0
  react-dom: 18.2.0
```

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://github.com/universe7000/next

### To Reproduce

1. Download repo
2. Run: npm i
3. Run: npm run dev
4. Visit localhost:3000/about
5. Continuously alternate between clicking the about and contact link while spamming (cmd+r) (refresh shortcut for mac) - [Video Demo](https://vimeo.com/785256167)
6. Error will eventually appear

### Describe the Bug

I created a new next app and installed the newest version. I am testing out the app dir. When I continually switch between the about and contact page and refresh the page at the same time like in [this video](https://streamable.com/mj7ueb)

This error shows up: 

<img width="942" alt="Unhandled Runtime Error" src="https://user-images.githubusercontent.com/121558922/209820654-86264e81-404f-4392-9bb8-a95b79dcd4f7.png">

This only happens if the Footer component is added. If I remove the Footer component this will not happen

**app/about/page.js**

```jsx
import Link from 'next/link'

import { Footer } from '../Footer'

export default function Page() {
    return (
        <>
            <Link href="/about">about</Link>
            <Link href="/contact">contact</Link>
            <Footer />
        </>
    )
}

```
**app/contact/page.js**

```jsx
import Link from 'next/link'

import { Footer } from '../Footer'

export default function Page() {
    return (
        <>
            <Link href="/about">about</Link>
            <Link href="/contact">contact</Link>
            <Footer />
        </>
    )
}
```

**app/footer.jsx**
```jsx
export function Footer() {
    return (
        <footer>Footer</footer>
    )
}
```

Git Repo: https://github.com/universe7000/next

### Expected Behavior

No error should occur.

### Which browser are you using? (if relevant)

Google Chrome

### How are you deploying your application? (if relevant)

_No response_
Repository: flutter
Issue: The list keeps scrolling after performing swipe-up gesture navigation
Labels: platform-android,framework,f: scrolling,a: quality,a: layout,has reproducible steps,P2,found in release: 3.3,found in release: 3.7,team-android,triaged-android

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## Steps to Reproduce

<!-- Please include full steps to reproduce so that we can reproduce the problem. -->

1. Create a flutter app
2. Use this line of code that removes the bottom navigation bar color and status bar
3. Add a listview of numbers
4. And try to exit the app without actually exiting the app as you can see in the video down

**Expected results:** <!-- what did you want to see? -->
To not scroll.

**Actual results:** <!-- what did you see? -->
Scrolling.

https://user-images.githubusercontent.com/51166786/209818918-95bd604d-d48e-41db-8344-636bba09e5d1.mp4


<details>
<summary>Code sample</summary>



<!--
      Please create a minimal reproducible sample that shows the problem
      and attach it below between the lines with the backticks.

      To create it you can use `flutter create bug` command and update the `main.dart` file.

      Alternatively, you can use https://dartpad.dev/
      which is capable of creating and running small Flutter apps.

      Without this we will unlikely be able to progress on the issue, and because of that
      we regretfully will have to close it.
-->

```dart
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';


void main() {
  SystemChrome.setEnabledSystemUIMode(SystemUiMode.edgeToEdge);
  SystemChrome.setSystemUIOverlayStyle(
    const SystemUiOverlayStyle(
      systemNavigationBarColor: Colors.transparent,
      statusBarColor: Colors.transparent,
      systemStatusBarContrastEnforced: false,
    ),
  );

  runApp(
    MaterialApp(
      title: "EducateIO",
      theme: ThemeData(useMaterial3: true),
      home: const HomePage(),
    ),
  );
}

class HomePage extends StatelessWidget {
  const HomePage({super.key});

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: Text("home"),
      ),
      body: ListView.builder(
        itemBuilder: (context, index) => Text('$index'),
      ),
    );
  }
}
```

</details>



<!--
      Consider also attaching screenshots and/or videos to better
      illustrate the issue.

      You can upload them directly on GitHub.
      Beware that video file size is limited to 10MB.
-->
Repository: ant-design
Issue: AntD with ViteJS - Tabs component jumping if i18next is used (since AntD Version 5.1.0)
Labels: Inactive

[![ezgif-com-gif-maker.gif](https://i.postimg.cc/TYTgMysX/ezgif-com-gif-maker.gif)](https://postimg.cc/BtwX2vsh)

This bug is not happening in Antd version 5.0.7, but in Antd 5.1.0 and 5.1.1 it occurs.

### Reproduction link

[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-reproduction-template-forked-xvh28k?file=/i18n.js)

### Steps to reproduce

-Resize browser window and click a tabpage in the tabs component
- Use the following devDependencies:     
--"@vitejs/plugin-react": "^3.0.0",     
--"vite": "^4.0.0",  
--"vite-plugin-imp": "^2.3.1"

Use this vite.config.ts:
```sh
import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react'
import vitePluginImp from 'vite-plugin-imp'

// https://vitejs.dev/config/
export default defineConfig({
  plugins: [
    react(),
    vitePluginImp({
      optimize: true,
      libList: [
        {
          libName: 'antd',
          libDirectory: 'es',
          style: (name) => `antd/es/${name}/style`
        }
      ]
    })
  ],
  css: {
    preprocessorOptions: {
      less: {
        javascriptEnabled: true, // 支持内联 JavaScript
      }
    }
  },
})
```
i18n.ts:
```sh
import i18next from "i18next";
import { initReactI18next } from "react-i18next";
import translationEN from "./locales/en.json";
import translationDE from "./locales/de.json";

i18next.use(initReactI18next).init({
  resources: {
    de: { translation: { ...translationDE } },
    en: { translation: { ...translationEN } },
  },
  debug: true,
  lng: "de",
  fallbackLng: "en",
  interpolation: {
    escapeValue: false,
  },
});
```

de.json looks like:

```sh
{
  "test": "hallowelt de"
}
```

en.json looks like:

```sh
{
  "test": "helloworld en"
}
```

component:

```sh
import { FC } from "react";
import { Tabs } from "antd";
import { useTranslation } from "react-i18next";

export const Home: FC = () => {
  const { t } = useTranslation();

  const tabPages = [
    {
      label: t("test"),
      key: "1",
      children: `Content of Tab Pane 1`,
    },
    {
      label: `Tab 2`,
      key: "2",
      children: `Content of Tab Pane 2`,
    },
    {
      label: `Tab 3`,
      key: "3",
      children: `Content of Tab Pane 3`,
    },
  ];
  return <Tabs defaultActiveKey="1" items={tabPages} />;
};

```

### What is expected?

Tabpage should be shown with first tabpage label translated to "hallowelt de"

### What is actually happening?

Tabpage is translated, but the whole component is jumping/shaking to the left & right.

| Environment | Info |
| --- | --- |
| antd | 5.1.1 |
| React | 18.2.0 |
| System | Windows 11 Pro (22H2) - Build 22621.963 |
| Browser | Chrome Version 108.0.5359.125 |

---
See https://i.postimg.cc/TYTgMysX/ezgif-com-gif-maker.gif

<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: godot
Issue: SSAO doesn't work in viewport with transparent bg
Labels: bug,topic:rendering,confirmed,topic:3d

### Godot version

3.5.1.stable

### System information

Windows 10, GLES3, GTX 1070ti

### Issue description

Turning on 'Transparent BG' property in viewport with 3D objects in it disables the SSAO effect.
![0](https://user-images.githubusercontent.com/44963321/209826189-a6d600dd-27bd-4645-b1c9-a56833c0f2ff.png)
![1](https://user-images.githubusercontent.com/44963321/209826199-0065d4d4-a54a-471e-a857-07f456d124f5.png)


### Steps to reproduce

1. In newly created scene add TextureRect or Sprite with any texture;
2. Add ViewportContainer with Viewport;
3. Create simple 3D scene in viewport with floor, cube and сamera;
5. Create Environment for camera with ProceduralSky and SSAO turned on;
6. Launch project and turn on transparent bg for viewport.

### Minimal reproduction project

[ssao test.zip](https://github.com/godotengine/godot/files/10314629/ssao.test.zip)
Repository: godot
Issue: Collision Detection between CharacterBody2D and RigidBody2D not working(properly)
Labels: bug,confirmed,topic:physics

### Godot version

v4.0.beta10.mono.official [d0398f62f]

### System information

Windows 10 Home, Intel(R) Core(TM) i5-4210H CPU @ 2.90GHz   2.90 GHz, 

### Issue description

I want the Rigidbody2D to detect the Collision with the CharacterBody2D so I can program the behaviour of the RidiBody2D according to the Player. 

**The Issue:**

https://user-images.githubusercontent.com/11051231/209828258-6e06fa64-1b3c-49a4-8c11-3fc1e777bda0.mp4

The RigidBody2D doesn't recognize the CharacterBody2D when he is on the ground and the CharacterBody2D is touching him from the side. (Example 01)



https://user-images.githubusercontent.com/11051231/209828325-540fd7a4-97f7-4bb8-a082-18ded349878c.mp4

The exception to this is when the RigidBody2D is falling on top of the CharacterBody2D, then he recognizes the collision.  (Example 02)

Both bodies are on the same layer.  RigidBody2D has max contacts > 0 and contact monitoring enabled. Still no collision between those. The collision between the StaticBody2D and the Rigidbody2D seems to work fine. 

### Steps to reproduce

Move the Player with Left and Right Arrow Keys and Space to Jump.

**Expected Behaviour:** 
When you move the Player into the standing RigidBody2D it should recognize its collision and print the name of the colliding node in the console. 

**Current Behaviour:**
Doesn't recognize the Player coming from the side, when standing. 
Seems to me that the RigidBody2D seems to be sleeping, yet can sleep is disabled. 

### Minimal reproduction project

[CharacterBody2DCollisionIssueWithRigidBody2D.zip](https://github.com/godotengine/godot/files/10314738/CharacterBody2DCollisionIssueWithRigidBody2D.zip)
Repository: flutter
Issue: [video_player] Boundary times (auto pause points)
Labels: c: new feature,p: video_player,package,c: proposal,team-ecosystem,P3,triaged-ecosystem

## Use case

I want to stop the video at predefined times. Because of the relationship between flutter and native code it's impossible to do within a reasonable time, so it'll always some delay between the desired time and the actual value after the video stopped.

## Proposal

On iOS side we can use 
https://developer.apple.com/documentation/avfoundation/avplayer/1388027-addboundarytimeobserver **addBoundaryTimeObserver** method of AVPlayer. 

On Android side we can use 
https://exoplayer.dev/listening-to-player-events.html **PlayerMessage**.

When native player fire the boundary time event at the specific times we immediately pause the video and send an event to the flutter side. 

### Extending video_player interface:

`Stream<Duration> getAutoPauseStream();`
This function return a stream which get new data when auto pause happened on native side.

`Future<void> setPausePoints(List<Duration> pausePoints) async;`
This function set **auto pause points** in the native video player.


I've already implemented this whole feature, the only missing parts are unit tests, and the response about this PR is welcome or not.


### Questions
- What kind of unit tests should be written for this feature?
- Are the method names correct?
Repository: react-native
Issue: TextInput Lag, Android 13
Labels: Component: TextInput,Platform: Android,Needs: Triage :mag:,Impact: Performance

### Description

Device Pixel, Android 13

Case 1:
During typing a of text observed lagging.

Case 2:
After typing a lot of text into a Text Input, we start freezing.

Adding **autoCorrect={false}**,  **keyboardType="visible-password"** and **returnKeyType='none'** not helped.

### Version

0.68.5

### Output of `npx react-native info`

-

### Steps to reproduce

Start typing in TextInput on the Pixel device.

### Snack, code example, screenshot, or link to a repository

![repr](https://user-images.githubusercontent.com/18422856/209835540-0a068992-88e0-47f9-8f75-92819c543347.gif)
Repository: svelte
Issue: Non-transitioned elements in a container block don't hide until out-transitions are done
Labels: transition/animation

### Describe the bug

You have a container block (such as an `{#if}`) with multiple elements inside it. Some of them have transitions and some don't.

When the block is hidden, the elements that don't have transitions won't hide until all the other elements' transitions are done. It doesn't look right to me.

By contrast, when the block is shown, those elements are displayed right away--as I think they should be--before the other elements' transitions begin.

### Reproduction

https://svelte.dev/repl/a0db2e66316c46ec84132f2a2c3d5484?version=3.55.0

### Logs

_No response_

### System Info

```shell
I only tested this in the REPL. No system info available.
```


### Severity

annoyance
Repository: godot
Issue: Unexpected input/focus issues everywhere
Labels: bug,platform:macos,topic:editor,confirmed,usability,topic:input

### Godot version

4.0 custom build (b6e06038f), also on official beta 10

### System information

MacOS (M1 Air 2020)

### Issue description

Although I've "gotten used" to the strangeness, there are a number of issue related to focus and navigation throughout the IDE. At least on MacOS (ARM64).

### Steps to reproduce

The CMD+B action doesn't seem to work in the official beta 4.0 release to launch the project, though it does seem to work in the latest dev commit. **However**, this is only true if I select a selectable section of the IDE that is not the code editor. If I'm in the code editor, CMD+B does not work. CMD+R (launch scene) DOES seem to work with the code editor in focus.

CMD+Shift+O will launch the quick open scene dialog if anything BUT the code editor is selected. If the code editor is selected, pressing that combination enters block selection mode with the cell immediately above the cursor selected (two cursor selection).

Pressing "enter" on a popup dialog will accept the dialog, but will also put whatever node was previously selected in FileSystem or Scene into edit mode. I get that MacOS defaults to renaming with Enter, but this is honestly a really difficult thing to get right, especially when a lot of other actions use Enter. In Finder, Enter is only ever going to rename a file. Here, enter does an actual action as well. I think renaming should be similar to what I'm assuming it is in windows where you right click to rename, or click, wait click like in other apps.

Sometimes pressing CMD+R, CMD+B, or CMD+S will actually begin renaming a node in the scene tree - though I'm unable to reproduce this reliably.. it just randomly happens (quite often, unfortunately).

Sometimes the editor seems to not be able to obtain focus when clicking inside of the editor window. This is typically fixed by clicking the desktop then clicking back on the editor. I've seen this in other apps however and may be a MacOS issue.

### Minimal reproduction project

No project is necessary as these are general UI issues that affect any and all projects.
Repository: stable-diffusion-webui
Issue: EXIF code for read/write used by Automatic is not compatible with modern EXIF standards
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

Automatic uses `piexif` libary with is pretty much abandoned for 3+ years.
And the way it does it is to write JPEG file using `Pillow` and then append EXIF information using `piexif`.
Result is partial EXIF info which is barely-ok

But going the other way around - any other other app that stores EXIF info, automatic will no longer be able to process/parse it.

internal error that piexif reports is:

```python
piexif.helper.UserComment.load(comment)
```
> ValueError: unable to determine appropriate encoding

but problem occurs earlier as string returned by:

```python
piexif.load(image.info["exif"])
```

already has incorrect offsets (pixief uses fixed offset and does not take jfif info into account at all)


### Steps to reproduce the problem

open image and just save it back - `Pillow` appends **JFIF** info in **EXIF** header and that completely breaks `piexif`

```python
image = PIL.Image.open(file)
exif = image.getexif()
image.save(file, exif = exif)
```

unfortunately, using any api means that in the backend image is going to be encoded to base64 and decoded back - and that means saving it to byte-stream - which results in exactly the same problem - pillow modifies exif headers to be compliant and that breaks pixief.

and same issue when using **extras** tab - any operation will pretty much replace exif tag instead of append to it simpy because existing one is not correctly parsed.

### What should have happened?

solution is to remove any reference to piexif and use native (although experimental) exif handling in pillow:

```python
import io
import PIL
from PIL.TiffImagePlugin import ImageFileDirectory_v2
from PIL.ExifTags import TAGS

def exif(info: str):
  ifd = ImageFileDirectory_v2()
  exif_stream = io.BytesIO()
  _TAGS = dict(((v, k) for k, v in PIL.ExifTags.TAGS.items())) # enumerate possible exif tags
  ifd[_TAGS["ImageDescription"]] = info
  ifd.save(exif_stream)
  hex = b"Exif\x00\x00" + exif_stream.getvalue()
  return hex
```

example usage:
```
image.save(file, exif = exif("this is any description string that is going to be encoded as exif data"))
```


### Commit where the problem happens

ae955b0146a52ea2474c79655ede0d361829ef63

### What platforms do you use to access UI ?

Windows, Linux

### What browsers do you use to access the UI ?

Google Chrome, Microsoft Edge

### Command Line Arguments

_No response_

### Additional information, context and logs

_No response_
Repository: rust
Issue: google.github.io/comprehensive-rust thread 'main' panicked at 'index out of bounds: the len is 3 but the index is 3'
Labels: C-enhancement

Hello,

I tried this code:

```rust
fn main() {
    let array = [10, 20, 30];
    print!("Iterating over array:");
    for n in array {
        print!(" {n}");
    }
    println!();

    print!("Iterating over range:");
    for i in 0..4 {
        print!(" {}", array[i]);
    }
    println!();
}
```

which is a one digit modification of the exercise there : https://google.github.io/comprehensive-rust/exercises/day-1/for-loops.html

I expected to see this happen:
a nice compiler error at time of build

Instead, this happened:
a nice crash report at execution
   Compiling playground v0.0.1 (/playground)
    Finished dev [unoptimized + debuginfo] target(s) in 1.17s
     Running `target/debug/playground`
thread 'main' panicked at 'index out of bounds: the len is 3 but the index is 3', src/main.rs:11:23
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Iterating over array: 10 20 30
Iterating over range: 10 20 30

Since there is no conditional at all between creation of array and loop definition,
I thought Rust would catch it.
(Well, technically there may be conditionals in print macros.)
I did it first on the website but I reproduced directly on my machine,
and here are the outputs from my machine.

### Meta


`rustc --version --verbose`:
```
rustc 1.61.0
binary: rustc
commit-hash: unknown
commit-date: unknown
host: x86_64-unknown-linux-gnu
release: 1.61.0
LLVM version: 14.0.6

```

<details><summary>Backtrace</summary>
<p>

```
RUST_BACKTRACE=1 cargo run
    Finished dev [unoptimized + debuginfo] target(s) in 0.02s
     Running `target/debug/exercise`
Iterating over array: 10 20 30
thread 'main' panicked at 'index out of bounds: the len is 3 but the index is 3', src/main.rs:11:23
stack backtrace:
   0: rust_begin_unwind
             at /build/rustc-zmPChZ/rustc-1.61.0+dfsg1/library/std/src/panicking.rs:584:5
   1: core::panicking::panic_fmt
             at /build/rustc-zmPChZ/rustc-1.61.0+dfsg1/library/core/src/panicking.rs:143:14
   2: core::panicking::panic_bounds_check
             at /build/rustc-zmPChZ/rustc-1.61.0+dfsg1/library/core/src/panicking.rs:84:5
   3: exercise::main
             at ./src/main.rs:11:23
   4: core::ops::function::FnOnce::call_once
             at /build/rustc-zmPChZ/rustc-1.61.0+dfsg1/library/core/src/ops/function.rs:227:5
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Iterating over range: 10 20 30
```

</p>
</details>