sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: TypeScript
Issue: `HTMLMetaElement` property descriptions
Labels: Bug,Help Wanted,Domain: lib.d.ts

# lib Update Request

## Configuration Check

I'm using VS-Code with Typescript `Version 4.7.0-dev.20220323` installed in local repo.

## Missing / Incorrect _Descriptions_
`HTMLMetaElement` properties:
- name
- content
- httpEquiv
- media

## Sample Code
```html
<!DOCTYPE html>
<html lang="en">

<head>
	<!-- meta tags for social media-->
	<meta	name="title"	content="blabla">
	…
</head>

<body>
	…
</body>

</html>
```
```js
/**
 * `getElementsByTagName` returns a {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLCollection HTMLCollection},\
 * which is an `Array-like` object similar to {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Functions/arguments arguments},\
 * therefore we need to convert it to a real {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array Array},\
 * containing {@link https://developer.mozilla.org/en-US/docs/Web/API/HTMLMetaElement HTMLMetaElement}'s,\
 * to be able to use Array-Methods on it.
 */
const	metaTitle =	[...document.head.getElementsByTagName('meta')]
			.find(meta => meta.name === 'title')
	,origTitle =	metaTitle?.content

document.title = metaTitle ? `${origTitle}${extraText}` : 'someOtherText'
```
In VS-Code hover-over the `name`/`content` properties in above code.
- `name` It should display something similar to:
<q><mark>Gets or sets the value of the `name` property of the element.</mark></q>
- `content` It should display something similar to:
<q><mark>Gets or sets the value of the `content` property of the element.</mark></q>
- The other mentioned properties have similar issues.

## Documentation Link
- Web: [HTMLMetaElement](https://developer.mozilla.org/en-US/docs/Web/API/HTMLMetaElement)@mdn.
- Repo: [HTMLMetaElement](https://github.com/mdn/content/blob/main/files/en-us/web/api/htmlmetaelement/index.md)@mdn-content.
Repository: PowerToys
Issue: Enhancement Request: Snap to zone without resizing the window.
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

I have a variety of fancy-zone configurations, each with one or more zones configured and mostly snap windows to these zones using either the standard shift-drag to snap a window to a single zone or ctrl-shift-drag to snap a window across the space of multiple zones. In both cases, the window is resized to to the boundary/boundaries of the zone/zones selected.

Sometimes I want to move a window to a given zone on the screen WITHOUT that window being resized to the dimensions of the zone. 

I would like to propose another window drag mode (example: alt-shift-drag) to have a window snap to (say) the top-left of the selected zone without being resized.

### Scenario when this would be used?

Two scenarios are in mind for me here:

1: Certain windows have preferred sizing based on their content and the zone may be the preferred part of the screen for the user to view that content but resizing the window may not be the optimal way to view that content.

2: Certain fancy-zone configurations use a high number of zones to provide maximal flexibility in use and are based on the expectation that when placing windows initially the user will use the ctrl-shift-drag to select multiple zones for the window to span.

If those windows are then moved by simple dragging (not using fancy-zones) and the user wishes simply to replace the window to the correct screen position then the suggested alt-shift-drag enhancement would allow the user to simply drop the window into the top-left zone to anchor the window at the desired location on screen without having to carefully ctrl-shift-drag select all the zones the window needs to occupy which takes longer. 

This is a small quality-of-life enhancement request for what is possibly a niche use of fancy-zones (having configurations with many small zones to provide flexibility of placement via ctrl-shift-drag operations) but would be greatly appreciated... by me at least!

### Supporting information

_No response_
Repository: flutter
Issue: [flutter_markdown] code lines in header not rendered properly
Labels: package,team-ecosystem,has reproducible steps,P3,p: flutter_markdown,found in release: 2.10,found in release: 2.13,triaged-ecosystem

Seems the inline code blocks are not properly rendered, they are rendered the same way as in the body text, which results in small code lines in header.

**Steps to Reproduce**

In the markdown source, write something like:

```
## This is a header

Lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum

## This is another header **with `some inline code`**

Lorem ipsum lorem ipsum lorem ipsum lorem ipsum lorem ipsum
```

**Expected results:** 

I expect to get similar rendering as in VScode: 
![image](https://user-images.githubusercontent.com/1615196/160290278-15038185-a131-4510-9b0f-756be49b0038.png)


**Actual results:**

This is what I get in the markdown widget: 
![image](https://user-images.githubusercontent.com/1615196/160290297-4718dae3-55c6-445c-80eb-8a9b4c769f6a.png)
Repository: godot
Issue: Cubemaps being previewed in debugger will cause game instance to crash
Labels: bug,topic:rendering,crash

### Godot version

3.4.2.stable, 3.5.beta2

### System information

Windows 10, GLES3, Radeon 5700xt, R7 5800X

### Issue description

I have previously documented that Godot cannot save Cubemaps using ResourceSaver with issue #54202

I have since found another issue where when Godot attempts to display a skybox in the debug preview window the game instance will crash.

I have looked at the call stack for the crash and it looks like this:

```
Memory::realloc_static(void * p_memory, unsigned __int64 p_bytes, bool p_pad_align) Line 129	
PoolVector<unsigned char>::resize(int p_size) Line 602
RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) Line 1207
VisualServerRaster::texture_get_data(RID arg1, int arg2) Line 147
VisualServerWrapMT::texture_get_data(RID p1, int p2) Line 85
CubeMap::get_side(CubeMap::Side p_side) Line 1452
CubeMap::_get(const StringName & p_name, Variant & r_ret) Line 1519
CubeMap::_getv(const StringName & p_name, Variant & r_ret) Line 376
Object::get(const StringName & p_name, bool * r_valid) Line 523
encode_variant(const Variant & p_variant, unsigned char * r_buffer, int & r_len, bool p_full_objects, int p_depth) Line 1078	
encode_variant(const Variant & p_variant, unsigned char * r_buffer, int & r_len, bool p_full_objects, int p_depth) Line 1078	
encode_variant(const Variant & p_variant, unsigned char * r_buffer, int & r_len, bool p_full_objects, int p_depth) Line 1137
ScriptDebuggerRemote::_put_variable(const String & p_name, const Variant & p_variable) Line 109
```

with the following triggering a breakpoint:
```
mem = (uint8_t *)realloc(mem, p_bytes + PAD_ALIGN);
ERR_FAIL_COND_V(!mem, nullptr);
```

### Steps to reproduce

In the test project I have two functions:

1. The first creates a CubeMap resource with the texture of each side being null. If a breakpoint is set after this is created the game will not crash and the CubeMap will be displayed correctly in the debugger.

2. The second creates a CubeMap with actual textures for each side. If you set a breakpoint after this point the debugger will attempt to show it in the preview window and crash the game instance.


### Minimal reproduction project

[skyboxDebug.zip](https://github.com/godotengine/godot/files/8358264/skyboxDebug.zip)
Repository: rust
Issue: Can we split `E0308` into different errors for better `--explain`?
Labels: A-diagnostics,T-compiler,A-inference

(Inspired by the question in https://users.rust-lang.org/t/returning-different-types-in-match-arms/73508?u=scottmcm)

When you get an error like https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=b1f5ac9c4d61db01d47d3a3927cfb544

> error[[E0308]](https://doc.rust-lang.org/nightly/error-index.html#E0308): `match` arms have incompatible types

It would be nice to have that be a separate error code from the "you passed the wrong type to a function" errors.

Because the existing [explain for E0308](https://doc.rust-lang.org/nightly/error-index.html#E0308) talks more about the "there's only one valid type" case.

Ideally we could have a separate error code for the `match`/`if` arms with different types case, so that the explain for that would could talk about the "make an `enum`" or "use `Box`-of-`dyn`" solutions.
Repository: PowerToys
Issue: [PT Run] Calculator: rand() return float instead of int
Labels: Idea-Enhancement,Product-PowerToys Run,Resolution-Fix Committed,External Dependency,Run-Plugin

### Microsoft PowerToys version

0.56.2

### Running as admin

- [ ] Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

type `rand()`.

### ✔️ Expected Behavior

An integer is returned.

### ❌ Actual Behavior

![image](https://user-images.githubusercontent.com/61519853/160299838-88f03393-dd89-41c2-ad0c-f7bd4ea5eac3.png)


### Other Software

_No response_
Repository: node
Issue: Add/restore FAQ about V8 related limit for ERR_FS_FILE_TOO_LARGE
Labels: doc

### Affected URL(s)

https://nodejs.org/api/all.html#all_errors_err_fs_file_too_large

### Description of the problem

The current doc does not help at all about error `ERR_FS_FILE_TOO_LARGE`. I would expect something useful in the official doc about it.

As you can see, there is no useful info about it for the complete nodejs.org domain https://www.google.com/search?q=ERR_FS_FILE_TOO_LARGE+inurl%3Anodejs.org

It was previously mentioned in the Joyent wiki FAQ (e.g https://stackoverflow.com/a/29767502/768440) and content had been killed in more recent repo to be replaced by nothing. I can understand the issue is on the V8 side in fact but as Node.js uses by default V8 (I'm aware it can run on ChakraCore), I would expect something helpful in the doc about using streaming and maybe a default recipe to solve the issue as it's a quite common pain.

In fact, mentioning in a FAQ also the usage about https://nodejs.org/api/all.html#all_cli_--max-old-space-sizesize-in-megabytes would be appreciated. I can open another issue if required
Repository: rust
Issue: Odd and unexpected compiler error
Labels: A-borrow-checker,T-compiler,C-bug

This code won't compile 
I tried this code:

```rust
#[derive(Debug)]
struct Node {
    value: i32,
    parent: RefCell<Weak<Node>>,
    children: RefCell<Vec<Rc<Node>>>,
}

fn main() {
    let leaf = Rc::new(Node {
        value: 3,
        parent: RefCell::new(Weak::new()),
        children: RefCell::new(vec![]),
    });

    println!("leaf parent = {:?}", leaf.parent.borrow().upgrade());

    let branch = Rc::new(Node {
        value: 5,
        parent: RefCell::new(Weak::new()),
        children: RefCell::new(vec![Rc::clone(&leaf)]),
    });

    *leaf.parent.borrow_mut() = Rc::downgrade(&branch);

    if let Some(x) = leaf.parent.borrow().upgrade() {
        println!("leaf parent = {:?}", x);
    }
}
```

I expected to see this happen: code compiled

Instead, this happened: compiler error
```
a temporary with access to the borrow is created here ...rustcE0597
main.rs(35, 22): original diagnostic
`leaf` does not live long enough
borrowed value does not live long enoughrustcE0597
main.rs(38, 1): `leaf` dropped here while still borrowed
main.rs(35, 22): a temporary with access to the borrow is created here ...
main.rs(38, 1): ... and the borrow might be used here, when that temporary is dropped and runs the destructor for type `Ref<'_, std::rc::Weak<Node>>`
main.rs(37, 6): consider adding semicolon after the expression so its temporaries are dropped sooner, before the local variables declared by the block are dropped: `;`
```
Repository: rust
Issue: Tracking Issue for `mem::conjure_zst` (`feature(mem_conjure_zst)`)
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(mem_conjure_zst)]`

This is a tracking issue for the `mem::conjure_zst::<T>()` function.

There are a variety of possible ways one can do this without this function, but it provides two advantages:

1) It makes it clearer to the reader what's happening and keeps the code author from needing to decide between `zeroed()` or `uninitialized()` or `MaybeUninit::new_uninit().assume_init()` in situations like
https://github.com/rust-lang/rust/blob/ab0c2e18dceb7140626a158affb983ae81039bd0/library/alloc/src/vec/into_iter.rs#L149-L150

2) It provides a convenient place to talk about why it's not just *safe* to do this in all cases.

### Public API

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(E.g. just the public function signatures without their doc comments or implementation.)
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```rust
// core::mem

pub const unsafe fn conjure_zst<T>() -> T;
```

### Steps / History

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- [ ] Implementation: #95385
- [ ] Final comment period (FCP)
- [ ] Stabilization PR

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- None yet.
Repository: godot
Issue: It's possible to create abstract resource classes using the inspector (e.g. Mesh or PrimitiveMesh in MeshInstance3D)
Labels: bug,topic:editor

### Godot version

4.0.alpha (a0071029f2c4ec006d3443f25aa77e2c2c7a1ece)

### System information

Fedora 34, GeForce GTX 1080 (NVIDIA 495.46)

### Issue description

Since https://github.com/godotengine/godot/pull/58972 was merged, it's now possible to create abstract resource classes using the inspector:

![image](https://user-images.githubusercontent.com/180032/160304649-fb5cef8a-fca2-4fcd-8b49-afd818757b21.png)

These abstract classes should probably be hidden again, as it's confusing (and may cause crashes on instantiation for specific resources).

### Steps to reproduce

- Add a MeshInstance3D node.
- Add a Mesh or PrimitiveMesh resource to the **Mesh** property of the MeshInstance3D node.
- Notice error spam after adding a Mesh or PrimitiveMesh resource:
 
#### Example with Mesh

```
ERROR: Required virtual method: Mesh::_get_surface_count must be overriden before calling.
   at: _gdvirtual__get_surface_count_call (scene/resources/mesh.h:61)
ERROR: Required virtual method: Mesh::_get_blend_shape_count must be overriden before calling.
   at: _gdvirtual__get_blend_shape_count_call (scene/resources/mesh.h:71)
ERROR: Required virtual method: Mesh::_get_aabb must be overriden before calling.
   at: _gdvirtual__get_aabb_call (scene/resources/mesh.h:74)
```

#### Example with PrimitiveMesh

```
ERROR: _create_mesh_array must return at least a vertex array.
   at: _update (scene/resources/primitive_meshes.cpp:48)
```

### Minimal reproduction project

N/A
Repository: godot
Issue: Signal's function node isn't added at the current view of focus in the Visual Script canvas
Labels: bug,topic:visualscript

### Godot version

v4.0.alpha5.official [d7d528c15], v3.4.4.stable.official [419e713a2]

### System information

Windows 11, Vulkan Clustered, Intel UHD Graphics 620 v30.0.101.1631

### Issue description

Signal's function node isn't added at the current view of focus in the Visual Script canvas. The node is always added at the same place as shown in the screen recording below:

**Godot 4:**

https://user-images.githubusercontent.com/1403194/160310027-7b437f7e-4391-43be-8db3-75037150f6d6.mp4

**Godot 3:**

https://user-images.githubusercontent.com/1403194/160310043-6ac5f6c7-2ce4-4eeb-aea9-26c4c30a0155.mp4

This is contrary to a function, when users add a function, it's added at the current view of focus in the Visual Script canvas. Therefore the users don't need to pan the canvas to find and move the function. This is shown in the screen recording below:

https://user-images.githubusercontent.com/1403194/160310234-2d5d6534-5323-4631-8f07-b3603be61044.mp4

I expect the signal function to be added at the current view of focus in the Visual Script canvas.

### Steps to reproduce

1. Connect a signal to a Visual Script.
2. The signal's function won't be added at the current view of focus in the Visual Script canvas.

### Minimal reproduction project

_No response_
Repository: youtube-dl
Issue: Add Support for the thezeusnetwork.com
Labels: site-support-request

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## Checklist

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## Example URLs

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- Single video:  https://www.thezeusnetwork.com/bad-boys-los-angeles/season:1/videos/series-premiere-bad-boys-los-angeles-who-s-bad-or-show-me-a-bad-boy
- Single video: https://www.thezeusnetwork.com/featured/videos/official-teaser-joseline-s-cabaret-las-vegas-reunion
- Playlist: https://www.thezeusnetwork.com/videos/new-episode-joseline-s-cabaret-las-vegas-shake-something


## Description

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Repository: material-ui
Issue: [icons] "Cases" filled icon doesn't seem right
Labels: external dependency,package: icons

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Current behavior 😯

[https://mui.com/components/material-icons/?query=cases](https://mui.com/components/material-icons/?query=cases)

### Expected behavior 🤔

[https://fonts.google.com/icons?icon.style=Filled&icon.query=cases](https://fonts.google.com/icons?icon.style=Filled&icon.query=cases)

### Steps to reproduce 🕹

_No response_

### Context 🔦

_No response_

### Your environment 🌎

_No response_
Repository: vscode
Issue: VSCode line sorting does not use custom sort order set in System Preferences
Labels: feature-request,editor-contrib

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- Version: 1.65.2
- OS: Darwin x64 21.4.0

#### Steps to Reproduce:

1. In macOS _System Preferences > Language & Region_, add Simplified Chinese as one of the _Preferred Languages_
2. In macOS _System Preferences > Language & Region > Advanced... > List sort order_, select **Chinese (Pinyin Sort Order)**
3. Restart macOS for the change to take place, just to be sure.
4. Create a new file in VSCode, paste in the following content, which is simply `1 2 3` in Chinese, with their pinyin aside:
   > 一 yi
   > 二 er
   > 三 san
5. Run the command **Sort Lines Ascending**, via Command Palette or menu.

#### Expected result:
> 二 er
> 三 san
> 一 yi

Which is determined by the alphabet order of `er`, `san`, `yi`, more specifically `e`, `s` and `y`.

#### Actual result:
> 一 yi
> 三 san
> 二 er

Ideally VSCode should be able to take the OS wide custom sort order, if that's not the case, or just for flexibility, maybe there can be a vscode setting to tell the preferred sort order, which would also be nice. Thanks!