sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: Indexing tuple intersection type beyond length produces unexpected type
Labels: Bug,Help Wanted

# Bug Report

### 🔎 Search Terms

tuple intersection index type

### ⏯ Playground Link

[Playground Link](https://www.typescriptlang.org/play?ssl=6&ssc=1&pln=5&pc=1#code/C4TwDgpgBAKlC8UDaA7ArgWwEYQE4BoosB7YgGwgEMUBdKAMigG8oAPALigGdhcBLFAHMoAXwDcAKAAmEAMZlKuaLOIoeUYJxiSVa4FEoINSAAw0xUAPSWo6bHgm71WI8CQBGc1ZslyVFI6q6rKuSABMXta2mDi4UAA+RKQU1FAAhAD8EkA)

### 💻 Code

```ts
type T = [number, boolean] & { x: string };
declare const t: T;
const a = t[0]; // number
const b = t[1]; // boolean
const c = t[2]; // number | boolean !?
```

### 🙁 Actual behavior

`c` is typed as `number | boolean`

### 🙂 Expected behavior

`c` should be typed as `undefined`

I'm not sure if this is a bug, or intended behavior. But it was surprising. If the type is just a tuple, indexing beyond its length produced `undefined`. But if it is part of an intersection, the element type is changed to `number | boolean`, as if it is no longer a tuple, but an array. However, indexing `0` or `1` still produces the correct type for those element positions.
Repository: godot
Issue: glTF2 import doesn't enable VRAM texture compression for embedded textures
Labels: bug,topic:import

**Godot version:**

3.2.3 stable


**OS/device including version:**
win10

**Issue description:**

This is probably a duplicate, but I'd post it first.

Tried importing https://www.dropbox.com/s/ka378kmu62i669m/Bistro_Godot.glb?dl=0 and none of the textures were texture compressed.

![Clipboard - January 30, 2021 8_34 AM](https://user-images.githubusercontent.com/32321/106362119-fdc47980-62d5-11eb-90e5-03303d61b10a.png)

**Steps to reproduce:**

1. Create an empty project
1. Download glb
2. open
3. double click on a material
4. click edit

**Minimal reproduction project:**

See reproduction steps. A zip of the project would be > 200mb.
Repository: vscode
Issue: Native tab does not open when one window is fullscreen on different desktop
Labels: bug,upstream,electron,workbench-os-integration,confirmed,upstream-issue-pending

<!-- ⚠️⚠️ 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. -->
When `"window.nativeTabs": true` is enabled in vscode settings, I expect to open a new native tab when using the command `code [path]` from the CLI.

VSCode Version: 1.52.1
macOS Version: 10.15.7
Repository: godot
Issue: skeletonIK method is_running() is always return false whatever IK is enabled or not
Labels: bug,topic:core,needs testing

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.4 RC1

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
![Screen Shot 2021-01-31 at 02 13 47](https://user-images.githubusercontent.com/64188282/106364441-f8b10a00-6369-11eb-95c6-c425ae7bd3a0.png)


**Issue description:**
<!-- What happened, and what was expected. -->
skeletonIK method is_running() is always return false whatever IK is enabled or not
![Screen Shot 2021-01-31 at 02 19 34](https://user-images.githubusercontent.com/64188282/106364542-c8b63680-636a-11eb-9b49-2d85fed13740.png)

**Steps to reproduce:**
see the minimal reproduction project


**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[IK Bug.zip](https://github.com/godotengine/godot/files/5898473/IK.Bug.zip)
Repository: rust
Issue: Tracking Issue for mir-inlining
Labels: C-tracking-issue,A-mir-opt,A-mir-opt-inlining

This is a tracking issue for the MIR inliner. You can currently enable it by passing `-Zinline-mir` or `-Zmir-opt-level=3` to the compiler (although that also enables a bunch of other opts)

### About tracking issues

Tracking issues are used to record the overall progress of implementation.
They are also used as hubs connecting to other relevant issues, e.g., bugs or open design questions.
A tracking issue is however *not* meant for large scale discussion, questions, or bug reports about a feature.
Instead, open a dedicated issue for the specific matter and add the relevant feature gate label.

### Steps

* [ ] make `#[inline(always)]` work even in `mir-opt-level=1` (mir-opt-level=0 is just a debugging feature, not meant to ever be exposed to users)
* [x] #78442
* [x] #81403
* [x] #81788
* [x] #83217

### Implementation history

* #68828 detects recursive functions that previously caused the inliner to cause query cycles
* #78873 adds `-Z` flags for tuning the MIR inliner heuristic
* #91743 enables mir inlining on stable

cc @rust-lang/wg-mir-opt
Repository: go
Issue: syscall: passing structs by value is problematic on Windows
Labels: OS-Windows,NeedsInvestigation,compiler/runtime

On Windows, sometimes GUIDs are passed by value. This amounts to different things on different architectures.

- On [amd64](https://docs.microsoft.com/en-us/cpp/build/x64-calling-convention?view=msvc-160#parameter-passing) it's passed by reference anyway.
- On [386](https://docs.microsoft.com/en-us/cpp/cpp/argument-passing-and-naming-conventions?view=msvc-160) it's passed on the stack, split up word-by-word.
- On [arm](https://docs.microsoft.com/en-us/cpp/build/overview-of-arm-abi-conventions?view=msvc-160#parameter-passing) and [arm64](https://docs.microsoft.com/en-us/cpp/build/arm64-windows-abi-conventions?view=msvc-160#parameter-passing) it's passed in registers, split up word-by-word, but only if there are enough registers left to do that; otherwise it's passed by reference.

So, here's a function that does not work with mkwinsyscall easily:

```go
//sys  setInterfaceDnsSettings(guid windows.GUID, settings *dnsInterfaceSettings) (ret error) = iphlpapi.SetInterfaceDnsSettings?
```

Currently mkwinsyscall tries to convert guid to uintptr with a cast, which fails, and so the code doesn't compile. Instead I'm doing something pretty gross like this:

```go
//sys   setInterfaceDnsSettingsByPtr(guid *windows.GUID, settings *dnsInterfaceSettings) (ret error) = iphlpapi.SetInterfaceDnsSettings?
//sys   setInterfaceDnsSettingsByQwords(guid1 uintptr, guid2 uintptr, settings *dnsInterfaceSettings) (ret error) = iphlpapi.SetInterfaceDnsSettings?
//sys   setInterfaceDnsSettingsByDwords(guid1 uintptr, guid2 uintptr, guid3 uintptr, guid4 uintptr, settings *dnsInterfaceSettings) (ret error) = iphlpapi.SetInterfaceDnsSettings?

func setInterfaceDnsSettings(guid windows.GUID, settings *dnsInterfaceSettings) error {
        words := (*[4]uintptr)(unsafe.Pointer(&guid))
        switch runtime.GOARCH {
        case "amd64":
                return setInterfaceDnsSettingsByPtr(&guid, settings)
        case "arm64":
                return setInterfaceDnsSettingsByQwords(words[0], words[1], settings)
        case "arm", "386":
                return setInterfaceDnsSettingsByDwords(words[0], words[1], words[2], words[3], settings)
        default:
                panic("unknown calling convention")
        }
}
```

That works, I guess. But it's awfully manual. For structs that are larger than a GUID, it's even more annoying. So I was thinking of trying to generalize this somehow.

Where do you suppose that code belongs? In syscall.Syscall? In mkwinsyscall? What should it look like?

CC @alexbrainman @bradfitz @ianlancetaylor @rozmansi
Repository: transformers
Issue: [seq2seq] some logging for all processes in distributed mode
Labels: WIP

In 2D Parallelism, e.g. Pipeline + DeepSpeed I need to log unique device maps per process for the user to see, but currently `logger.info()` is only activated for the main process via `if is_main_process`. Currently only in `examples/seq2seq/run_seq2seq.py`, `examples/seq2seq/finetune_trainer.py`, but it'll be needed for other scripts as well down the road.

Any idea how I could accomplish that while keeping things as they are? I guess I could use `logger.warn` as a workaround, since it's not disabled for other processes. But it's not a good approach, since it's a WARNING after all. And I don't quite want to use `print()` as it might not be what the user wants if they want things quiet.

Perhaps you have some other ideas on how I could go about doing that. 

I think perhaps adding another logger that's INFO-activated for all distributed processes, and is used only occasionally when the normal logger won't do.

I think as we are getting more and more into distributed training we will need to be able to log specific things for specific processes.

Thank you.

@LysandreJik, @patrickvonplaten, @sgugger
Repository: flutter
Issue: Add support to Scrollbar to make track and bar always shown
Labels: c: new feature,framework,f: scrolling,c: proposal,P3,team-framework,triaged-framework

For web, it's nice to have the scrollbar on the side to scroll through large amounts of content. 

Scrollbar Code:
```
Scrollbar(
            hoverThickness: 15.0,
            radius: Radius.zero,
            showTrackOnHover: true,
            thickness: 15.0,
            isAlwaysShown: true,
            controller: _scrollController,
            child: ...
),
```

Default behavior while not hovered over:

![image](https://user-images.githubusercontent.com/51520568/106368988-bf917f00-6302-11eb-839c-fa032db6b9b3.png)

Behavior that reflects the web platform: (Only happens in Flutter when hovering over the bar)

![image](https://user-images.githubusercontent.com/51520568/106368962-8527e200-6302-11eb-8cb8-e1060cba0738.png)

Web Scrollbar on Flutter.dev:

![image](https://user-images.githubusercontent.com/51520568/106368980-ae487280-6302-11eb-9d3c-a3573ba5bce5.png)

Is it possible to add a boolean property to the Scrollbar class to enable the trail and deeper scrollbar color all of the time?
Repository: TypeScript
Issue: Constrained usage of type guard functions in conditions
Labels: Suggestion,In Discussion

# Bug Report

### 🔎 Search Terms

I tried `type guard`, `type guard condition`.

### 🕗 Version & Regression Information

This is the behavior in every version (including nightly build) I tried, and I reviewed the FAQ for entries about https://github.com/Microsoft/TypeScript/wiki/FAQ#type-guards

### ⏯ Playground Link

[Playground link with relevant code](https://www.typescriptlang.org/play?ssl=1&ssc=1&pln=13&pc=2#code/GYVwdgxgLglg9mABDAzgZSgJxmA5gCgDcBDAGxAFMAuRcAazDgHcwBKGk8i5FRFLHLkQBvALAAoRFMSYKUEJiRQAngAcKcYIk6VEAXgOIARP2x4jAbgkBfCRNJzEADwCENU4MQAfRGBABbACMKTCtxCRgtfBdUDDMCJ1ZWEQlpZwA6KDgAMRgnCgATfFYw23DxSMR8WIE8fET9Q2AyFApksUlpJ0ycvMLi0qA)

### 💻 Code

```ts
function isString(value: unknown): value is string {
    return typeof value === "string";
}

let x!: string | number;

if (!isString(x)) {
    x.toFixed();
}

if (isString(x) === false) {
    x.toFixed(); // Error
}
```

### 🙁 Actual behavior

It fails to narrow type when writing `isString(x) === false` in the condition. It only allows very simple conditions without extra operators. The only operator allowed is `!` before the type guard function.

### 🙂 Expected behavior

I would like to be more explicit in the if clause condition. I prefer (and many others too) to write `something === false` rather than `!something` as it's easier to spot application logic.
Repository: pytorch
Issue: Different results on RTX 2060s vs GTX 1060 with gpt model
Labels: triaged,module: numerical-reproducibility

## 🐛 Bug
When running karpathy minigpt:
[play_math.ipynb](https://github.com/karpathy/minGPT/blob/master/play_math.ipynb)
On my local computer with two GPUs I get different results on my RTX 2060s vs my GTX 1060 with the exact same code, all I do is choose which card is available for CUDA.
I ran these tests multiple times, always same outcome for both. Also same issue whether I use Ubuntu 18.04 or Windows 10 (dual boot, Ubuntu is not on a VM running inside windows)

GTX 1060 result:
```
epoch 50 iter 17: train loss 0.05737. lr 6.000000e-05: 100%|███████████████████████████████████████████████████████████████| 18/18 [00:00<00:00, 24.47it/s] 
01/31/2021 13:17:58 - INFO - mingpt.trainer -   test loss: 0.004358
final score: 9000/9000 = 100.00% correct
```

RTX 2060 super result:
```
epoch 50 iter 17: train loss 0.04646. lr 6.000000e-05: 100%|███████████████████████████████████████████████████████████████| 18/18 [00:00<00:00, 23.80it/s]
01/31/2021 13:24:21 - INFO - mingpt.trainer -   test loss: 0.004733
final score: 9000/9000 = 100.00% correct
GPT claims that 055 + 045 = 090 (gt is 100; NOPE)
final score: 999/1000 = 99.90% correct
```

## Expected behavior
I would expect to be the same

## Environment

PyTorch version: 1.7.1+cu110        
Is debug build: False
CUDA used to build PyTorch: 11.0    
ROCM used to build PyTorch: N/A

OS: Microsoft Windows 10 Pro
GCC version: Could not collect
Clang version: Could not collect
CMake version: Could not collect

Python version: 3.7 (64-bit runtime)
Is CUDA available: True
CUDA runtime version: Could not collect
GPU models and configuration:
GPU 0: GeForce GTX 1060 5GB
GPU 1: GeForce RTX 2060 SUPER

Nvidia driver version: 461.40
cuDNN version: Could not collect
HIP runtime version: N/A
MIOpen runtime version: N/A

Versions of relevant libraries:
[pip3] numpy==1.19.5
[pip3] torch==1.7.1+cu110
[pip3] torchaudio==0.7.2
[pip3] torchvision==0.8.2+cu110
[conda] Could not collect
Repository: godot
Issue: Any reference to a node that was script assigned with SetScript (), is invalid
Labels: bug,topic:dotnet

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.4 rc1 mono

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
win10 64

**Issue description:**
<!-- What happened, and what was expected. -->
A node is lost when a script is assigned to it with "SetScript ()".
References to that node will not be valid.
Normally the run window closes immediately when it appears and nothing else happens, however sometimes the editor shows this error:

![Captura3](https://user-images.githubusercontent.com/19652075/106379525-e7d5b800-63ac-11eb-8f49-9ffe0b4c261d.PNG)

If line 13 is commented out, then no error occurs.
On the other hand, if line 13 is commented, it can be seen in remote mode that the "script" property is displayed duplicated.

![Captura2](https://user-images.githubusercontent.com/19652075/106379531-f328e380-63ac-11eb-91b5-fe731238e234.PNG)

**Steps to reproduce:**
Create a class without code.
Create a node, for example of type Node.
Create a script and in _Ready create a new node type object.
Then assign it the initial script that had no code.
Call "SetProcess (true)" of the newly created node.
Run.
The run window will close automatically at startup, but may occasionally the editor shows the initial image error.
Test project code, line 13 causes the error:

![Captura4](https://user-images.githubusercontent.com/19652075/106379571-34b98e80-63ad-11eb-9bfd-134306ca1e2e.PNG)

![Captura2](https://user-images.githubusercontent.com/19652075/106379580-3edb8d00-63ad-11eb-986e-25ba6ac7cfe2.PNG)

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[TestSetScript.zip](https://github.com/godotengine/godot/files/5899431/TestSetScript.zip)
Repository: flutter
Issue: web-server no longer available as device in Flutter web under Catalina
Labels: c: new feature,tool,platform-mac,platform-web,‎‍platform-catalina,e: OS-version specific,P3,team-web,triaged-web

<!-- Thank you for using Flutter!

     If you are looking for support, please check out our documentation
     or consider asking a question on Stack Overflow:
      * https://flutter.dev/
      * https://api.flutter.dev/
      * https://stackoverflow.com/questions/tagged/flutter?sort=frequent

     If you have found a bug or if our documentation doesn't have an answer
     to what you're looking for, then fill out the template below. Please read
     our guide to filing a bug first: https://flutter.dev/docs/resources/bug-reports
-->

## Steps to Reproduce

<!-- You must include full steps to reproduce so that we can reproduce the problem. -->
This is under OS X Catalina (otherwise working under Ubuntu 20.04)

flutter run -d chrome is working (ie web conf enabled)
flutter run -d web-server : web device not available
flutter devices => no web device reported

**Expected results:** <!-- what did you want to see? -->

web-server should be a device available

**Actual results:** <!-- what did you see? -->

<details>
  <summary>Logs</summary>

<!--
      Run your application with `flutter run --verbose` and attach all the
      log output below between the lines with the backticks. If there is an
      exception, please see if the error message includes enough information
      to explain how to solve the issue.
-->

<!--
     Run `flutter analyze` and attach any output of that command below.
     If there are any analysis errors, try resolving them before filing this issue.
-->

```
```

<!-- Finally, paste the output of running `flutter doctor -v` here. -->
Logs

```
flutter devices
1 connected device:
Chrome (web) • chrome • web-javascript • Google Chrome 88.0.4324.96

Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel beta, 1.25.0-8.3.pre, on Mac OS X 10.15.7 19H114 darwin-x64, locale en-GB)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[!] Xcode - develop for iOS and macOS
! Xcode 11.7.0 out of date (12.0.1 is recommended).
Download the latest version or update via the Mac App Store.
[✓] Chrome - develop for the web
[✓] Android Studio (version 4.1)
[✓] VS Code (version 1.52.1)
[✓] Connected device (1 available)

```

</details>
Repository: go
Issue: x/tools/gopls: support multiple local values in the local prefix setting
Labels: NeedsFix,gopls,Tools,gopls/imports

The `goimports` tool allows to specify the `-local` option multiple times. `gopls imports` has a `local` option to reproduce that, but it only seems to work for a single prefix ([gopls docs](https://github.com/golang/tools/blob/8b4aab62c064010e8e875d2e5a8e63a96fefc87d/gopls/doc/settings.md#local-string))

Everything works as expected when only one prefix is specified.

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.15.7 darwin/amd64
$ gopls version
golang.org/x/tools/gopls v0.6.4
    golang.org/x/tools/gopls@v0.6.4 h1:PO8rURGmi+QEKZ3pk+ZXJh51EFTVTSXqxzoRzrGSTJM=
</pre>

### Does this issue reproduce with the latest release?

✅ 

### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/luca.belmondo/Library/Caches/go-build"
GOENV="/Users/luca.belmondo/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/luca.belmondo/go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/luca.belmondo/go"
GOPRIVATE=""
GOPROXY="athens.glintpay.com"
GOROOT="/usr/local/Cellar/go/1.15.7_1/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.15.7_1/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/luca.belmondo/projects/svc/adjust-events/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/7l/jq5b64g946n0lxq82d8x32tryf6wnc/T/go-build147895208=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?

In Vim, using the `vim-go` plugin, and setting the following options:

```viml
let g:go_fmt_command = 'gopls'
let g:go_imports_mode = 'gopls'
let g:go_gopls_gofumpt = v:true
let g:go_imports_autosave = 1
let g:go_gopls_local = 'acme.com,foobar.org'
```

### What did you expect to see?

After saving any `.go` file:

```go
import (
  "net"

  "google.golang.org/grpc"

  "acme.com/lib1"
  "acme.com/lib2"
  "foobar.org/lib1"
  "foobar.org/lib2"
)
```

### What did you see instead?

```go
import (
  "net"

  "acme.com/lib1"
  "acme.com/lib2"
  "foobar.org/lib1"
  "foobar.org/lib2"
  "google.golang.org/grpc"
)
```
Repository: godot
Issue: AnimationPlayer callbacks triggered multiple times from AnimationTree using AnimationNodeBlendSpace2D
Labels: bug,topic:core

<!-- Please search existing issues for potential duplicates before filing yours:
https://github.com/godotengine/godot/issues?q=is%3Aissue
-->

**Godot version:**
<!-- Specify commit hash if using non-official build. -->
3.2.3

**OS/device including version:**
<!-- Specify GPU model, drivers, and the backend (GLES2, GLES3, Vulkan) if graphics-related. -->
Windows 10 64bit

**Issue description:**
<!-- What happened, and what was expected. -->
AnimationPlayer callbacks are triggered multiple times from AnimationTree using AnimationNodeBlendSpace2D

**Steps to reproduce:**
Make a scene with an AnimationPlayer and an AnimationTree
In AnimationPlayer make a starting animation and some animations calling a callback (I called at the end of the animation) that prints a message and goes to the starting state.
In AnimationTree make a starting state that goes to AnimationNodeBlendSpace2D with a few sub-states using animations with callbacks
Test going to the blend space and back, the callbacks will be called multiple times

**Minimal reproduction project:**
<!-- A small Godot project which reproduces the issue. Drag and drop a zip archive to upload it. -->
[bug-example.zip](https://github.com/godotengine/godot/files/5899842/bug-example.zip)
Press ENTER to test.
Repository: next.js
Issue: Locale routing is broken on /{locale}/[param] if param is a locale
Labels: bug,Internationalization (i18n),linear: next

**What version of Next.js are you using?**

10.0.6 (Updated my report to 12.0.4)

**What version of Node.js are you using?**

14.15.0

**What browser are you using?**

Chrome

**What operating system are you using?**

Windows

**How are you deploying your application?**

next start

**Describe the Bug**

Having a localized dynamic route like `/{locale}/[param]` is broken when the provided `[param]` is a locale. This brings more bugs which I've provided examples for in the repository below.

**Expected Behavior**

Going to `/{locale}/[param]` should always point to `[param].js` and it shouldn't matter if `[param]` is a locale.

**To Reproduce**

1. Setup locales in `next.config.js`
2. Have a basic home page - `index.js`
3. Have a basic dynamic route page - `[param].js`
4. Go to `/{locale}/{locale}` (e.g. `/de/fr`) to reproduce the bug.

Edit: The examples below are not applicable to Next.js 12.

~I've provided 2 more examples of a real life situation showing how the router breaks because of this:~
[Check the repository for example](https://github.com/emil-wearealldigital/nextjs_locale_bug)

~~The first one is mainly a routing bug - going forward and back shows unexpected pathnames.
The second one is more like a confusion after the previous issues - it just shows how it's possible to decorate the pathname in a wrong way (possibly not a bug).
Edit: I've added a 3rd example which really breaks the app. If you add SSR then it's possible to **execute another component without rendering it**.~~