sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: ant-design
Issue: Support for disabled option in Select mode="tags"
Labels: 🐛 Bug,Inactive

- [x] I have searched the [issues](https://github.com/ant-design/ant-design/issues) of this repository and believe that this is not a duplicate.

### Reproduction link
[![Edit on CodeSandbox](https://codesandbox.io/static/img/play-codesandbox.svg)](https://codesandbox.io/s/antd-tags-disabled-warning-fhxzs)

### Steps to reproduce
Set disabled on Option for `<Select mode="tags">`. It's currently already working as expected,

<img width="713" alt="Screenshot 2021-06-06 at 14 20 46" src="https://user-images.githubusercontent.com/410792/120916781-068ee700-c6de-11eb-9600-17b05fc700d7.png">

Except for the following issues,

- When using `filterOption={() => false}`, the custom option doesn't inherit disabled property

<img width="712" alt="Screenshot 2021-06-06 at 14 20 34" src="https://user-images.githubusercontent.com/410792/120916791-10184f00-c6de-11eb-88b7-36c3c2769103.png">

- Warning is shown

![image](https://user-images.githubusercontent.com/410792/120917009-7baeec00-c6df-11eb-9f00-05fd501d496a.png)


### What is expected?
Select mode="tags" should support disabled option as it was working in antd@3. Warning shouldn't be shown.

### What is actually happening?
disabled doesn't get propagated to the autocomplete option when using filterOption

| Environment | Info |
|---|---|
| antd | 4.16.1 |
| React | 16.9.0 |
| System | macOS 11.3.1  |
| Browser | Google Chrome 91 |


<!-- generated by ant-design-issue-helper. DO NOT REMOVE -->
Repository: flutter
Issue: Cannot connect to vm service on real device when the Flutter update to 2.x
Labels: c: regression,tool,dependency: dart,has reproducible steps,P2,found in release: 2.2,team-tool,triaged-tool

## Steps to Reproduce

**IMPORTANT** Make sure your flutter version is 2.x, I reproduced the problem on 2.0.1 stable and 2.2.1 stable. But everything works fine on the old version like 1.22.3 stable. AND everything works fine on the simulator.

[Demo](https://github.com/talisk/vmservice_demo)

1. Clone my demo project
2. `flutter pub get`
3. `flutter run`: Run the demo on iPhone real device, Android real device and simulator.
4. Press the button in the demo, check debug output


**Expected results:** The connection on Flutter 2.x is normal like the Flutter 1.22.3.

**Actual results:**

|    | iOS device  | Android device | Simulator  |
|  ----  | ----  | ----  | ----  |
| Flutter 1.22.3  | ✅ | ✅ | ✅ |
| Flutter 2.0.1  | ❌ | ❌ | ✅ |
| Flutter 2.2.1  | ❌ | ❌ | ✅ |

## Details

iOS real device output (iPhone 7 Plus with iOS 12.4, iPhone 11 Pro with iOS 14.0):
```
[VERBOSE-2:ui_dart_state.cc(199)] Unhandled Exception: SocketException: OS Error: Connection refused, errno = 61, address = 127.0.0.1, port = 63737
```

Android real device output (Samsung S10 with Android 11):
```
E/flutter (21242): [ERROR:flutter/lib/ui/ui_dart_state.cc(199)] Unhandled Exception: SocketException: OS Error: Connection refused, errno = 111, address = 127.0.0.1, port = 57704
```


This is the core code:
``` dart
ServiceProtocolInfo info = await Service.getInfo();
String url = info.serverUri.toString();
Uri uri = Uri.parse(url);
Uri socketUri = convertToWebSocketUrl(serviceProtocolUrl: uri);
final isolateId = Service.getIsolateID(Isolate.current);
final service = await vmServiceConnectUri(socketUri.toString());
```
Repository: create-react-app
Issue: Service worker support for precaching static files with workbox-cli
Labels: issue: proposal,needs triage

For a Create React App web application with a service worker, I'd like to be able to precache and route static resources like images in a way that is flexible to changes. These are resources that are not known to webpack, but are in the public folder. I want to achieve this without having to eject.

In my case these static resources should be always available to a Progressive Web App, so a runtime caching strategy is not sufficient. They can't be included with webpack as the filenames are from a json file, so are loaded dynamically.

### Describe the solution you'd like

Being able to specify additional static resources so they are added to the workbox manifest as a default feature of Create React App, using the inject manifest functionality of workbox.

### Describe alternatives you've considered

I tried this with workbox-cli. I installed workbox-cli with `npm install workbox-cli`, and created a `workbox-config.js` file in the project's root directory with:

```
module.exports = {
        globDirectory: 'public/',
        globPatterns: [
                '**/*.{png,jpg,jpeg}'
        ],
        swSrc: 'build/service-worker.js',
        swDest: 'build/service-worker.js',
        injectionPoint: 'self.__CUSTOM_WB_MANIFEST'
};
```

Note: this file is based off one generated by `npx workbox wizard` with some changes.

In my `src/service-worker.js`, I added the line (just after the other precacheAndRoute) that matches the `workbox-config.js`:

```
precacheAndRoute(self.__CUSTOM_WB_MANIFEST);
```

Note: don't use a injection point name that contains `self.__WB_MANIFEST` e.g.: `self.__WB_MANIFEST_CUSTOM` - this will not work as expected!

I changed the build command in `package.json` to:

```
    "build": "react-scripts build && workbox injectManifest",
```

This lets me select static resources like images matching the `globPatterns` from the `globDirectory`, and add them to a separate workbox precache manifest that is generated dynamically. This means the revision field for each url is set automatically too, and the list of files is kept up to date when `npm run build` is run.

I also considered using this method as a one off and writing to `src/service-worker.js` instead of `build/service-worker.js`, but I wanted changes to be handled automatically by build scripts.

### Additional context

I've seen other solutions using react-app-rewired and craco, but I really wanted a solution that worked with Create React App, so I could continue using a (mostly) supported configuration. 

I'm still learning how this works, so there may be a better workaround for this too. I hope that a workaround won't be needed if this is supported by Create React App.
Repository: godot
Issue: Micro freez while switching between interface elements on external 4k monitor
Labels: bug,topic:rendering

First of all, thank you a lot for your work.

I thought my issue was the same as https://github.com/godotengine/godot/issues/23069 but showing the update spinner and selected any option there did not help.

**Godot version:**
Godot Engine v3.3.2.stable.official for MAC


**OS/device including version:**
MacBook Pro (15 pouces, 2019)
macOS Big Sur 11.3.1
CPU 2.6 Ghz Intel Core i7 6 cores
RAM 32 Go 2400 Mhz DDR4
GPU Radeon Pro 555X 4 Go


**Issue description:**
I have micro freez when I switch between interface element in editor and very poor frame rate in menus.
In project/sample selector : https://youtu.be/5RHh9fEsc0k
In editor : https://youtu.be/20aDB5QOPuI

**Steps to reproduce:**
- Open Godot on external 4k monitor
- Make it full screen
- Move the mouse between interface elements

**Minimal reproduction project:**
Any Godot sample or in the project/sample selector
Repository: TypeScript
Issue: JSDoc @this does not propagate to the actual type of a function
Labels: Needs Investigation

# Bug Report

When using `@this` to annotate a function, the underlying type of that function does not reflect the TypeScript equivalent properly when used as a type elsewhere.

### 🔎 Search Terms

function this jsdoc

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed the FAQ for entries about JSDoc

### ⏯ Playground Link
[Playground link with relevant code](https://www.typescriptlang.org/play?ts=4.4.0-dev.20210606&filetype=js#code/PTAEDkHsBcFMC5QAtIDdYCcCWA7A5qGpqAAYDOkAtrAMICGANgwEZ0DGA1iaGSgO5lQuUHRw4YdaFkg5Q0JJICwAKBByksOQE8ADpsgAzUvKxlup0ACoANKD5IsbJEMF9YWDABMVagIIMKUHE4ER5YNhlPOgwtUGYAVwJ5SVIKanomVk5zQToyMnjqTzlIONgfMDpQCJwyaAx4tmhIDFtYdFl5SETnLGgXHAByaFtRYvlMTQtxOzotCpLCdAxsTynoADofS0sVK1AAARNBAG8ACQAVAFkAGQBRBlhqHGgAXz3LQ51oukpQE6u3TIsDuHTeoHKyiswBUBniOCa0lkaVojBY7A4AApYABKFQnPagInHDZwAAe0BoMjgL1AAF5QIMNExIIMANwqd7KBZQOCIY6gTyQWCCYJhJ6LPgtDhCWQABQYc1sCX6ADUAMpUtYLYFPQTNZBjR6HaC6TQ6DCQPQYBixDQYWAbUAXDSEHC2lwFKZkBbJfoojLoziC4WimDiv4GhToUIWq3EEjHbimvRbVQ7E1m-4p2CGHhUVGZDGvaGw+GImQQgCO8SwqEYsBeFzN2LxygJUKJoDUiYcZhcoAARKItIOnQBJWQarWwWwkWDcBT610RFbhfo56yEolqFXGPs5UDwnOeNNd-PpNFZDgbNhozHHNo4jnKLkLF0WXjdBjFZiaWA1nWDa0gaEygHCCJSJWdDMEQoAAGSLAGV4Ysq8T9NMMBpmoH6CBYYGrg6TTaHo4EtMYZp5shRbZLY-DtJg2EZkcWYnA+faIJctwPE8jYjBCiCAvEwKgnxOL0gAfKAqCQFgnglpYMLKBBFayOw0DxIwdyAfWjxNi2uL4tu3ZgIOxyDgOJ6gHG1q2sZ1FBjed5MOxphPi+XJAA)

### 💻 Code

You should test this out in VSCode, as the Play link appears to handle a few things incorrectly.

```js
// Note: hovering over `someCallback` shows in annotation that
// the type of `this` is *, which is weird
// Also note a secondary bug that `someCallback` is assumed to be
// a constructor, even though it isn't, and there is no way
// to override it.
/**
 * @this {HTMLElement}
 * @param {MouseEvent} e
 */
function someCallback(e)
{
    this.textContent = 'hello';
}

// Note: this does not seem to work in Play, but VSCode
// seems to handle @type properly here. The only issue is
// that someCallback does not seem to have a proper `this` type.
/** @type {typeof someCallback} */
function equivalentType(e)
{
    // `this` is "any". In VSCode, `e` has the correct type,
    // but `this` is untyped.
    someCallback.call(this, e);
}

// This should be equivalent to the function above & to someCallback, but is not.
// This is the correct type for `typeof someCallback`, however.
/** @type {(this: HTMLElement, e: MouseEvent) => void} */
function actualEquivalentType(e)
{
    // "this" is typed properly
    someCallback.call(this, e);
}
```

### 🙁 Actual behavior

`typeof someCallback` does not include the `this` JSDoc component, and is typed as `(e: MouseEvent) => void`

### 🙂 Expected behavior

`typeof someCallback` should be `(this: HTMLElement, e: MouseEvent) => void`
Repository: rust
Issue: Timing profiles don't include non-CPU times
Labels: C-bug,A-self-profile

When debugging slow compile times, I ran `cargo rustc --profile check --manifest-path ./my-crate/Cargo.toml -- -Zself-profile`. `summarize` gave `Total cpu time: 2.6826241s`, but the former command said it finished in 1 minute 45 seconds.

The issue turned out to be SQLx query macros, which make network requests to a live database when expanded.

I think it would be useful to include that information in timing profiles.
Repository: rust
Issue: Parser finds nonexistent tokens after unclosed delimiters
Labels: A-diagnostics,A-parser,T-compiler,C-bug

Whenever there is an unclosed delimiter in the input, the parser tries to recover by inserting the expected closing delimiter somewhere. However, this leads to spurious error messages if another error occurs after recovering, e.g.:
```rust
#[i=i::
```
```
error: this file contains an unclosed delimiter
 --> test1.rs:1:8
  |
1 | #[i=i::
  |  -     ^
  |  |
  |  unclosed delimiter

error: expected identifier, found `]`
 --> test1.rs:1:8
  |
1 | #[i=i::
  |        ^ expected identifier

error: aborting due to 2 previous errors
```
or:
```rust
impl X { fn foo
```
```
error: this file contains an unclosed delimiter
 --> test2.rs:1:16
  |
1 | impl X { fn foo
  |        -       ^
  |        |
  |        unclosed delimiter

error: expected one of `(` or `<`, found `}`
 --> test2.rs:1:16
  |
1 | impl X { fn foo
  |        -       ^
  |        |       |
  |        |       expected one of `(` or `<`
  |        |       the item list ends here
  |        while parsing this item list starting here
```
i.e. the error messages say that certain tokens were found that clearly aren't present in the input. I can understand why this happens, but I think it is confusing, and that artificially inserted tokens should not appear in error messages like this.
Repository: TypeScript
Issue: JSDoc tooltip for function type
Labels: Suggestion,Experience Enhancement

# Suggestion

## 🔍 Search Terms

JSDoc tooltip for function type

## ✅ Viability Checklist

My suggestion meets these guidelines: Yes.

## ⭐ Suggestion

Show JSDoc tooltip for function type.


## 📃 Motivating Example

```ts
interface F {
  /**
   * Documentation.
   */
  (): void;
}

const f: F;

// In Visual Studio Code I see JSDoc tooltip on mouse hover when I use interface.
f();

/**
 * Documentation.
 */
type G = () => void;

const g: G;

// No JSDoc tooltip for function type.
g();
```

## 💻 Use Cases

This should improve working experience when using editors like Visual Studio Code.
Repository: godot
Issue: Soft reload in script editor causes chaos if used after renaming the file (update: renaming files causes old file to linger badly in the background?)
Labels: bug,topic:gdscript,topic:editor

**Godot version:**
3.3.2.stable.official

**OS/device including version:**
Windows 10

**Issue description:**
Ran into an issue trying to save a class script due to a parser error of the form
```
 res://Classes/File1.gd:3 - Parse Error: Unique global class "File2" already exists at path: res://Classes/File2.gd
```
note that this is when trying to save File2.gd containing class_name File2 and no other File2 in the project exists.

This error complains that the class_name used is already used in the file itself. Changing the class_name so it didn't match the filename 'fixed' the issue.

After finally noticing the first part of the error referred to a different file, I tracked it down to the soft reload feature.

**Steps to reproduce:**
1. Create a class script with the class_name statement. Use the same class name as the file name. Save it to see no problems happen. Keep the script open in the editor.
2. In the file system panel right click on the script and rename it. Edit the class_name to match. This should also update the open file's name in the editor. After this, save it again to see no problems happen.
3. Right click on the open file in the editor's open file list. Select "soft reload". You should immediately get the error.
4. Attempt to save the file again. Each time you should see the error referring to the old filename.

So my theory is the soft reload feature is not informed of the renaming that happens in step 2.

**Minimal reproduction project:**
In attempting to make a project with this error condition, re-opening Godot seems to clear up the issue until soft reload is used again as described above. But I'll include the minimal project anyway. To be clear, the issue doesn't seem to survive closing and re-opening the project.

[broken_project.zip](https://github.com/godotengine/godot/files/6604882/broken_project.zip)

After doing the steps to reproduce, this project (before closing out Godot) would say
```
 res://Working.gd:3 - Parse Error: Unique global class "NotWorking" already exists at path: res://NotWorking.gd
```
when trying to save NotWorking.gd
Repository: rust
Issue: Trailing newlines affect spans
Labels: A-diagnostics,A-parser,T-compiler

Trailing newlines affect the locations and spans of error messages. For instance:
```shell
echo -n '#[i=i::a' > test.rs
```
produces (when compiling `test.rs` with rustc):
```
error: this file contains an unclosed delimiter
 --> test.rs:1:9
  |
1 | #[i=i::a
  |  -      ^
  |  |
  |  unclosed delimiter

error: expected item after attributes
 --> test.rs:1:1
  |
1 | #[i=i::a
  | ^^^^^^^^

error: aborting due to 2 previous errors
```
Which is what I would expect. However, the same code with a trailing newline:
```shell
echo '#[i=i::a' > test.rs
```
produces:
```
error: this file contains an unclosed delimiter
 --> test.rs:1:10
  |
1 | #[i=i::a
  |  -       ^
  |  |
  |  unclosed delimiter

error: expected item after attributes
 --> test.rs:1:1
  |
1 | #[i=i::a
  | ^^^^^^^^^

error: aborting due to 2 previous errors
```
where the first error message points to nowhere (position `test.rs:1:10` does not exist), and the span of the second error message is too wide by one character. This initially confused me quite a bit, because it looks like an invisible character in the source file, or an issue with a multibyte character or something. I think that the trailing newline should either be ignored, or that the error should locate EOF in line 2 (and not 1, _after_ the newline, which is at `test.rs:1:9`).
Repository: godot
Issue: Spatial translate (local space) vs translate_object_local are the same under the hood and not consistent with rotate/rotate_object_local naming convention.
Labels: bug,discussion,topic:core

**Godot version:**
3.3.2 (mono, but also non-mono), 4.0+.


**OS/device including version:**
Windows 10


**Issue description:**

Spatial has three translate methods and three rotate methods:
1. global_translate | global_rotate
2. translate | rotate
3. translate_object_local | rotate_object_local

I'll start with rotation:
1. Rotates around global basis
2. Rotates around parent basis (local space)
3. Rotates around it's own basis (object local space)

However translation works like this:
1. Translates relative to global
2. Translates relative to object local space
3. Translates relative to object local space (but takes into account scale I think)

I'm not sure if this is intended, I was discussing it with people on discord who were checking the source code and also inputting different values to see how the 2. and 3. translation work and they seem to give the same results (as long as the scale is the same I think, I'm not sure about the scale sorry).

I'd expect considering the naming that the 2. and 3. translation would be similar to rotations in which space each works.

I apologize in case this is intended and not a bug.
(Note: Yes, I do know that Transform has rotated and translated)

I was brought to this by an article in the manual which uses translate_object_local to showcase strafing which from the text it seems it implies the behaviour should be as I expected above (same as the rotations).
https://docs.godotengine.org/en/stable/tutorials/3d/using_transforms.html
Repository: godot
Issue: Animation pop when using changing parameter of Translation Node before blend ends.
Labels: bug,topic:animation

**Godot version:**
Godot 3.3


**OS/device including version:**
MX Linux (Debian based).

**Issue description:**
When changing the parameter of transition node before the blend ends, the animation pops to the first or last frame of the target animation before blending back.

**Steps to reproduce:**
Download project.
Run main scene
Press the right key and release it quickly.
Pop will happen

**Minimal reproduction project:**
[3DPlatformer.zip](https://github.com/godotengine/godot/files/6605172/3DPlatformer.zip)
Repository: pytorch
Issue: AttributeError: module 'torch.jit' has no attribute '_script_if_tracing'
Labels: oncall: jit

## 🐛 Bug

I am getting this error any time I try to call any torchvision modules

## To Reproduce

Steps to reproduce the behavior:

1.import torchvision
2. print(torchvision.__version__)

## Expected behavior

I should get a version number

## Environment

Please copy and paste the output from our
[environment collection script](https://raw.githubusercontent.com/pytorch/pytorch/master/torch/utils/collect_env.py)
(or fill out the checklist below manually).

You can get the script and run it with:
import torchvision
print(torchvision.__version__)
```

 - PyTorch Version (e.g., 1.0): 1.4.0
 - OS (e.g., Linux): Windows 10
 - How you installed PyTorch (`conda`, `pip`, source): pip install torchvision
 - Build command you used (if compiling from source):
 - Python version: 3.8.10


cc @gmagogsfm
Repository: neovim
Issue: Invalid argument error when setting option with `vim.opt.clipboard:append`
Labels: bug,lua

<!-- Before reporting: search existing issues and check the FAQ. -->

- `nvim --version`: NVIM v0.5.0-dev+1381-gb3e3ab056
- Operating system/version: macOS 11.4
- Terminal name/version:
- `$TERM`: iTerm 3.4.7beta2

### Steps to reproduce using `nvim -u NORC`

```
nvim -u NORC
# Alternative for shell-related problems:
# env -i TERM=ansi-256color "$(which nvim)"

# Run the following command
:lua vim.opt.clipboard:append {"unnamedplus"}
```

### Actual behaviour

After running the above command (which _should_ work, according to `:h lua-vim-options`?) I get the following error:

```
E5108: Error executing lua ...ovim/HEAD-b3e3ab0_2/share/nvim/runtime/lua/vim/_meta.lua:170: E474: Invalid argument
```

### Expected behaviour

The option should be set without issue.
Repository: flutter
Issue: Please design as public interface/Mixing instead of passing RenderEditable everywhere
Labels: a: text input,c: new feature,framework,c: proposal,P2,team-framework,triaged-framework

Thanks for flutter, we can define any extended packages base on flutter.

I'm the author of following packages: 

https://pub.dev/packages/extended_text

https://pub.dev/packages/extended_text_field

I have recode something refer to RenderEditable to support WidgetSpan can be selected. 

But i found it's more and more difficult to merge official code from flutter SDK. 

RenderEditable is passed everywhere.

https://github.com/flutter/flutter/blob/c9d5485361ddfe5d3d04b73149537dff5b74d51f/packages/flutter/lib/src/widgets/text_editing_action.dart#L27

``` dart
abstract class TextEditingActionTarget {
  /// The renderer that handles [TextEditingAction]s.
  ///
  /// See also:
  ///
  /// * [EditableTextState.renderEditable], which overrides this.
  RenderEditable get renderEditable;
}
```

https://github.com/flutter/flutter/blob/c9d5485361ddfe5d3d04b73149537dff5b74d51f/packages/flutter/lib/src/widgets/text_selection.dart#L376
``` dart
/// An object that manages a pair of text selection handles.
///
/// The selection handles are displayed in the [Overlay] that most closely
/// encloses the given [BuildContext].
class TextSelectionOverlay {
  /// Creates an object that manages overlay entries for selection handles.
  ///
  /// The [context] must not be null and must have an [Overlay] as an ancestor.
  TextSelectionOverlay({
    required this.renderObject,
  }) : 
  // TODO(mpcomplete): what if the renderObject is removed or replaced, or
  // moves? Not sure what cases I need to handle, or how to handle them.
  /// The editable line in which the selected text is being displayed.
  final RenderEditable renderObject;
``` 
it' nice to public RenderEditable as interface which method or property are used in other classes, thanks.