sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: next.js
Issue: [NEXT-1191] [App Router]  Inconsistent behaviour in dev and build when using force-dynamic and generateStaticParams
Labels: Navigation,linear: next

### 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 22.4.0: Mon Mar  6 21:00:17 PST 2023; root:xnu-8796.101.5~3/RELEASE_X86_64
    Binaries:
      Node: 16.15.0
      npm: 9.2.0
      Yarn: 1.22.19
      pnpm: 8.0.0
    Relevant packages:
      next: 13.3.1-canary.3
      eslint-config-next: 13.3.0
      react: 18.2.0
      react-dom: 18.2.0
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

App directory (appDir: true), Internationalization (i18n), Routing (next/router, next/navigation, next/link)

### Link to the code that reproduces this issue

https://github.com/cmngan/nextjs-router-test

### To Reproduce

This is a minimum reproducible example for testing nextJs router behavior.

#### Scenario 1: with force-dynamic and generateStaticParams

> Dev: it will throw error

1. Clone the repo
2. Run `npm install`
3. Run `npm run dev`
4. Open `http://localhost:3000/en-hk` in your browser
5. Click the button <= it will throw error, [Error: Dynamic server usage: force-dynamic]

> Build: it works

1. Clone the repo
2. Run `npm install`
3. Run `npm run build`
4. Run `npm run start`
5. Open `http://localhost:3000/en-hk` in your browser
6. Click the button <= it works

#### Scenario 2: without force-dynamic and with generateStaticParams

> Dev: it doesn't work, empty searchParams

1. Similar to Scenarios1, but remove `force-dynamic` in `/src/pages/[lang]/page.tsx`
2. Click the button <= searchParams in server log is empty

> Build: it doesn't work, no log

1. Similar to Scenario 1, but remove `force-dynamic` in `/src/pages/[lang]/page.tsx`
2. Click the button <= no server log, I think it's because the page is static

#### Scenario 3: without force-dynamic and without generateStaticParams

It works


### Describe the Bug

When using app router with force-dynamic and generateStaticParams, build and dev behaviours are different.   

Although Scenario 3 is working, it means that we cannot static generated all pages except some pages. i.e. Scenario 1.
To achieve it, we need to add `generateStaticParams` in all individual page. 

Not sure if I miss something. It sounds related to https://github.com/vercel/next.js/issues/44712 

### Expected Behaviour

1. dev and build should behaviour the same
2. allow `force-dynamic` even with `generateStaticParams`, or any other recommended ways to handle the situation

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_

<sub>[NEXT-1191](https://linear.app/vercel/issue/NEXT-1191/[app-router]-inconsistent-behaviour-in-dev-and-build-when-using-force)</sub>
Repository: tauri
Issue: [feat] `appWindow.show()` add option to cancel popup animation
Labels: type: feature request

### Describe the problem

I used `tauri` to write an `ocr` application [`EasyOT`](https://github.com/NPCDW/EasyOT), there is an animation when showing and hiding the screenshot window, can you cancel this animation by setting.

Here is an example screenshot
![msedge_z3uvZ83Arv](https://user-images.githubusercontent.com/32638459/230764476-a25f0f3e-dbfe-459e-a76a-772f9d409e6a.gif)


### Describe the solution you'd like

`appWindow.show()` `appWindow.hide()` `appWindow.close()` add option to cancel popup animation

### Alternatives considered

_No response_

### Additional context

_No response_
Repository: vscode
Issue: PKG-installer for macOS
Labels: feature-request,install-update,macos

<!-- ⚠️⚠️ 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. -->
Visual Studio Code is popular tool for many developers on many organizations. Therefore, it would be great if Microsoft can offer PKG-installer of Visual Studio Code for macOS so MDM-admins can easily deploy Visual Studio Code for managed macOS-devices via JAMF or Intune. 

Right now as Microsoft doesn't offer PKG-installer of the Visual Studio Code, MDM-admins cannot put the application being available into Company Portal and many companies doesn't allow Mac-users to install applications using admin rights for obvious reasons so PKG-installer would bring possibility to bring Visual Studio Code available to non-admin users for example into Company Portal.

Other applications from Microsoft are offered right now using PKG-installer such as Microsoft Edge, Microsoft Teams, Microsoft Defender and PowerShell so why Visual Studio Code is not offered using PKG-installer?

Also, as an administrator that needs to be able to safely and securely distribute software to developers, I would like to request that all PKG-installers of Visual Studio Code for macOS that might be available, would follow Apple standard guidelines for safely distributing software and begin notarizing and stapling all PKGs.

- https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution
- https://developer.apple.com/documentation/notaryapi
- https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow

Many security and automation tools check for notarization (as well as macOS itself during a manual install) in order to ensure the integrity and safety of a package before its run.
Repository: godot
Issue: Vulkan: Alpha transparency with GI disabled renders incorrectly when SDFGI is enabled
Labels: topic:rendering,confirmed

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 11, Forward+, AMD Radeon RX 6700 XT

### Issue description

I am not very sure how to describe this issue, but things lit by SDFGI seems to be visible through materials with alpha enabled applied onto a mesh instance with GI disabled. See video below.


https://user-images.githubusercontent.com/25323231/230768339-7ac09eec-9779-4ce9-aabd-56d9bea522cf.mp4



### Steps to reproduce

1. Create a mesh instance, disable GI and apply a material with alpha enabled onto it
2. Put some stuff behind the mesh instance(other meshes, etc.)
3. Enable SDFGI

### Minimal reproduction project

[Alpha problem.zip](https://github.com/godotengine/godot/files/11185245/Alpha.problem.zip)
Repository: godot
Issue: Reaching a Breakpoint/Error after Singleton has been freed crashes Playtest
Labels: bug,needs testing,crash

### Godot version

v4.0.2.stable.official [7a0977ce2]

### System information

Windows 10

### Issue description

If you cause the playtest execution to pause by Breakpoint/Script Error after a Singleton has been freed, the playtest will just close and with that also the debugger. It does not happen always but most of the times. Perhaps this can be caused by other means than freeing a Singleton too, but I was not able to.

### Steps to reproduce

1) Create a new project
2) Create a new scene containing only a `Timer`
3) Activate Timer Autostart, One Shot and set Wait Time to 0.5s
4) Connect Timer `timeout` Signal to the scene to a function in an otherwise blank script
5) Write `pass` as the only content inside the function and add a Breakpoint on that line
6) Set this scene as the starting scene

7) Create a new scene containing only a `Node`
8) Add a script which calls `queue_free`/`call_deferred("free")` in `_ready()`
9) Add this scene as a Singleton in `ProjectSettings/AutoLoad`

10) Start playtest and see how it closes most of the times after the Breakpoint has been reached

### Minimal reproduction project

[SingletonFreeing.zip](https://github.com/godotengine/godot/files/11185419/SingletonFreeing.zip)
Repository: next.js
Issue: Calling API routes from server components
Labels: bug,Pages Router

### Verify canary release

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

### Provide environment information

```bash
Next 13.3
```


### Which area(s) of Next.js are affected? (leave empty if unsure)

Data fetching (gS(S)P, getInitialProps)

### Link to the code that reproduces this issue

https://www.youtube.com/watch?v=6MoYy62E4rw&t=311s

### To Reproduce

Follow the video below till 6:08 
https://www.youtube.com/watch?v=6MoYy62E4rw

Or you can create any server component and call the API route and try generating production build

### Describe the Bug

I have verified that there is an issue when trying to generate production build of server components which is trying to fetch data using API routes

As shown in the simple example in the video below of calling an API route from server component and then trying to run "npm run build && npm run start". The server displays the message of being unable to connect to connect to localhost:3000

https://www.youtube.com/watch?v=6MoYy62E4rw

The question is even when a server component is set dynamic by writing
"export const revalidate = 0" and then also setting the "no-cache" property to fetch method as shown in the video above. Why is next invoking the function?



### Expected Behavior

Next shouldn't invoke server components marked dynamic at least during "next start", unless I am missing some bigger picture or at least should have documentation on how server components should be calling API routes

### Which browser are you using? (if relevant)

Safari

### How are you deploying your application? (if relevant)

_No response_
Repository: PowerToys
Issue: The FancyZones settings page bounces when scrolling to the bottom
Labels: Issue-Bug,Product-Settings,Priority-3,Status-Reproducible

### Microsoft PowerToys version

0.69.0

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Settings

### Steps to reproduce

The FancyZones page in the Settings window, page bounces when scrolled to the bottom. The problem was not found on other pages, only this one.

See video (the frame rate of the video is low and the actual bouncing is faster).

https://user-images.githubusercontent.com/8857634/230776503-2ddf3bc9-3133-412b-85d8-dcfebe19b647.mp4

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

I‘m not sure if it's related, the mouse is MX Master 3 with Logi Options+ installed. The system is Win10 22H2.
Repository: godot
Issue: MacBook trackpad panning and orbit are slow in 3D viewport
Labels: bug,platform:macos,topic:editor,confirmed,usability,topic:input,topic:3d

### Godot version

4.0.2.stable

### System information

M1 MacBook Pro 2021, Ventura 13.3.1

### Issue description

Panning and orbiting in the 3D viewport with the trackpad on my MacBook Pro are very slow. Increasing "Orbit Sensitivity" in the editor settings to 2.0 (the maximum) helps a bit, but then when I go back to using a mouse, the sensitivity is extremely high.

I checked issue #72242, which was resolved, but it seems like those changes only affected the 2D viewport behavior.

Here is a video of the behavior I'm seeing:

https://user-images.githubusercontent.com/1237356/230779551-95d6f0e7-ad43-42cb-b3a1-7aa6d98e819d.mov



### Steps to reproduce

1. Open the 3D view of any project
2. Using two-finger scrolling on a MacBook Pro trackpad, orbit around the viewport
3. Alternatively, hold the panning modifier when moving to test panning

### Minimal reproduction project

This can be reproduced with a new empty project.
Repository: material-ui
Issue: [docs-infra] Link to source
Labels: new feature,docs,priority: important,scope: docs-infra

### Summary 💡

When I was building Material UI v1 during the night, and using it during my day job. I would spend a lot of time in the source. I would frequently: 1. go to the API page https://v1.mui.com/api/avatar/, 2. click on:

<img width="454" alt="Screenshot 2023-04-09 at 16 56 09" src="https://user-images.githubusercontent.com/3165635/230780096-224d8cc1-188a-4511-aa11-d54dff7de9a3.png">

and 3. check the source.

Maybe it makes sense to introduce this back?

- [x] Add link in API pages #43387
- [x] Add link in Demo pages #43228
- [ ] Polish link in demo pages [43228#issuecomment-2303261198](https://github.com/mui/material-ui/pull/43228#issuecomment-2303261198)

### Examples 🌈

- Material UI v1 docs pages.
- Radix https://www.radix-ui.com/docs/primitives/components/aspect-ratio
  
  <img width="185" alt="Screenshot 2023-04-09 at 16 57 12" src="https://user-images.githubusercontent.com/3165635/230780157-05022104-92a5-4762-b2be-53818bf752f4.png">

### Motivation 🔦

<img width="521" alt="Screenshot 2023-04-09 at 16 56 43" src="https://user-images.githubusercontent.com/3165635/230780119-54d5c27d-4d98-4c7d-8bfb-a86bb5daa1bb.png">
Repository: excalidraw
Issue: [BUG] Circle's borders arent perfect
Labels: discussion

I know the theme for this type of drawing website, but still many users like me would prefer a circle without improper borders:
![image](https://user-images.githubusercontent.com/68495520/230780333-ec8a9f1d-3f22-4fb4-a7e9-3ddbb08d83b3.png)
Repository: go
Issue: x/mobile: potential gomobile memory leak
Labels: NeedsInvestigation,mobile

### What version of Go are you using (`go version`)?

<pre>
$ go version go1.20.3 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?
Yes


### What operating system and processor architecture are you using (`go env`)?

<details><summary><code>go env</code> Output</summary><br><pre>
$ go env
GO111MODULE="auto"
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/nightblaze/Library/Caches/go-build"
GOENV="/Users/nightblaze/Library/Application Support/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GOINSECURE=""
GOMODCACHE="/Users/nightblaze/go/pkg/mod"
GONOPROXY="bitbucket.org/<redacted>/*"
GONOSUMDB="bitbucket.org/<redacted>/*"
GOOS="darwin"
GOPATH="/Users/nightblaze/go"
GOPRIVATE="bitbucket.org/<redacted>/*"
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/darwin_amd64"
GOVCS=""
GOVERSION="go1.20.3"
GCCGO="gccgo"
GOAMD64="v1"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD=""
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -arch x86_64 -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/37/jv5g6pm104l9ty_8gtnrd54h0000gn/T/go-build4126383988=/tmp/go-build -gno-record-gcc-switches -fno-common"
</pre></details>

### What did you do?
I use gomobile bind to build shared logic for iOS and Android and it seems that sometimes gomobile doesn't break retain cycles that leads to memory leaks. Probably I use wrong architecture but in any case the behaviour is strange: in one case all created objects was dealloced and in another there was a memory leak.
To reproduce you can check demo project https://github.com/NightBlaze/GomobileDemo

### What did you expect to see?
Memory doesn't leak

### What did you see instead?
Memory leak
Repository: electron
Issue: [Feature Request]: support user fallback in promptTouchID
Labels: enhancement :sparkles:,platform/macOS

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

Right not it's not possible to provide a custom callback to `systemPreferences.promptTouchID` or modify behaviour in any way.

This results in IMHO in security problems in some app, like [bitwarden](https://github.com/bitwarden/clients/issues/2592).


### Proposed Solution

Support [userFallback](https://developer.apple.com/documentation/localauthentication/lapolicy/deviceownerauthenticationwithbiometrics)

### Alternatives Considered

I don't know what alternatives are could be.

### Additional Information

_No response_
Repository: create-react-app
Issue: Adding Google App Engine deployment to docs/deployment
Labels: issue: proposal,needs triage

### Is your proposal related to a problem?

Yes, the current deployment documentation lacks support for Google App Engine, which can be an issue for users who want to deploy their application on this platform. It's frustrating how lack of docs Google has in this matter. Only `app.yaml` but generic description, which leads to issues, like errors `version 'GLIBC_2.27' not found`.

### Describe the solution you'd like

I propose adding Google App Engine deployment to the `docs/deployment` section. The section should provide clear instructions and steps for users to deploy their applications on the Google Cloud platform after being logged in.
Repository: godot
Issue: Parallels Windows failure: CanvasShaderGLES3: Vertex shader compilation failed (UnpackUnorm2x16 redefines an existing function)
Labels: bug,platform:windows,platform:macos,topic:rendering,topic:porting,confirmed,topic:thirdparty

### Godot version

4.0.2.stable

### System information

Windows 10, Parallels Desktop 18 for Mac, GLES3

### Issue description

I am getting an issue when attempting to open Godot Editor on Windows 10 when using Parallels Desktop 18. Here is the log with an error I am seeing. I am also getting the same error if I export the project from Mac and trying to run on Windows 10 when using Parallels. The error is printed at the end of the log. Godot popups appears greyed out after this. The host system is MacBook Pro, 16-inch, 2019, 2.3 GHz 8-Core Intel Core i9, AMD Radeon Pro 5500M 4 GB, Intel UHD Graphics 630 1536 MB, 16 GB 2667 MHz DDR4, MacOS Ventura 13.3.1.

[Godot4.0.2ParallelsWindowsFailure.log](https://github.com/godotengine/godot/files/11185816/Godot4.0.2ParallelsWindowsFailure.log)

<img width="1583" alt="Screenshot 2023-04-09 at 16 48 20" src="https://user-images.githubusercontent.com/15820119/230783473-23fef2f1-4baa-41e1-8db8-1273e381f5a6.png">


### Steps to reproduce

1. Run Windows 10 using Parallels Desktop 18
2. Download Godot 4.0.2
3. Extract the zip file
4. Attempt to run Godot_v4.0.2-stable_win64_console.exe to see the error after several seconds

### Minimal reproduction project

N/A
Repository: neovim
Issue: Loosen character-length restrictions on digraphs
Labels: enhancement,has:workaround,needs:vim-patch

### Problem

There are two sides to this request:

1.  I prefer using digraphs to encode Unicode characters over doing the same with an `imap`, etc.  However, that only works for Unicode where there's already a precomposed character, so trying to do `vim.fn.digraph_set('D^', 'D̂')` (for a spelling reform I'm trying out) doesn't work.  I can see the reasoning behind the limitation, but it still seems somewhat arbitrary, especially when I'm just trying to do something with combining characters rather than inserting a full word or even snippet.
2.  I've gotten a bit too fast with this and have started inserting "<C-'>." instead.  Trying to do `vim.fn.digraph_set("<C-'>.", 'ʼ')` (Unicode apostrophe) *also* gave me an error about too many characters.  The reasoning behind this one is obvious and I definitely don't want to open the door to trigraphs, but it still feels like the length of the string should be calculated *after* chord replacement since `<C-d>` is ultimately little different than `D`.

### Expected behavior

1.  Setting a digraph for a combined character should succeed.  NVim (and even vim) already has knowledge of what's combined or not for things like `ga` so that shouldn't be an impossible distinction to make.  If y'all don't mind an even more obvious backwards-incompatibility I certainly wouldn't complain if the single-conceptual-character-output limitation was lifted entirely (snippets).
2.  Using chord notation in the digraph input should succeed; `<C-k><C-'>^` should be just as valid a sequence as `<C-k><S-d>^`.

I've worked around 2 by mapping a non-Ctrl-chord key to start digraphs -- which I should have done anyway given how often I use them -- but it still seems like opening digraphs up for a greater variety of chords would improve its perceived consistency.
Repository: rust
Issue: perf no longer figures out call stacks when debuginfo-level is enabled
Labels: A-debuginfo,C-bug,E-needs-bisection,A-contributor-roadblock,requires-custom-config

In the past (weeks ago?) I used to often profile a locally built compiler with `debuginfo-level = 1` using `perf record --call-graph=dwarf cargo +stage1 build`. This used to work great, but somewhat recently, the flamegraphs I render with `perf script | inferno-collapse-perf | inferno-flamegraph > flamegraph.svg` almost look like they are from a built without debuginfo enabled.

I don't have much useful information to share right now. I'm not sure what would be helpful for debugging this. I can provide some demonstration of the flamegraphs I get out of `inferno` in a few days, but if anyone has specific data they'd like about the builds I'm producing, happy to provide that.
Repository: godot
Issue: Improve subsurface scattering appearance by using dithering or similar
Labels: enhancement,topic:rendering,confirmed,topic:3d

### Godot version

4.02 Stable

### System information

Windows 11, Vulkan Forward +, RTX2080S, Nvidia Game Ready 531.41

### Issue description

SubSurface Scattering produces Stepping artifacts when high values are used. De-banding filter does not fix the artifacts. The artifacts are most visible where one part of the mesh overlaps another.

Can be seen in #60810 but that issue seems to focus on transmittance rather than the issue described here.

![image](https://user-images.githubusercontent.com/11403345/230788448-75c8fe16-ad55-4bc5-baff-5c66591aaca6.png)

### Steps to reproduce

1. Apply a material with subsurface scattering turned on to a mesh.
2. Turn SubSurface Scattering strength to 1

### Minimal reproduction project

[SubSurfaceTest.zip](https://github.com/godotengine/godot/files/11186029/SubSurfaceTest.zip)
Repository: godot
Issue: Reliably reload externally modified scenes.
Labels: bug,topic:editor

### Godot version

4.0.2 Stable

### System information

Windows 10

### Issue description

When a scene file is modified externally, it is only reloaded properly in the editor if it is the currently active scene. Otherwise, it does not reload properly, and you have to restart the editor for it to reload properly.

### Steps to reproduce

Make a scene and save it.
Make another scene and instantiate the 2nd scene as a child scene in it.
Modify the first scene in an external text editor. Make sure the second scene is the currently active scene in Godot.
Come back to Godot. It will ask to reload it (sometimes), but the changes will not appear in the editor.

This issue specifically is extremely inconvenient when working with the Tiled exporter, which outputs tscn files that you normally don't have open as the main scene, as they are usually child of the current level scene I am working on.

### Minimal reproduction project

[ReloadBug.zip](https://github.com/godotengine/godot/files/11186106/ReloadBug.zip)