I'm currently stumped about a problem I'm facing where I can't reference functions and variables from one JavaScript file to the next. I've tried adding all of the JavaScript files as a library in File->Settings->JavaScript->Libraries but with no success - I still get the gray underline for references with, for instance, a hover-over message that reads "Unresolved function or method ".
The strange thing is if I move a copy of the JavaScript files outside of the subversioned project directory and then add that project-external reference to File->Settings->JavaScript->Libraries then the references are found but this solution is not satisfactory because these JavaScript files are updated via subversioning daily (we're in development)
Does anybody have any insight to my problem? If I am not going about this the right way then let me know. What I ultimately want to be able to do is reference variables and functions from specfic JavaScript files across all my JavaScript files so that I can easily follow references (ctrl+leftclick) to insure the parts are fitting together properly.
Thanks!
(P.S. I'm using PyCharm 2.5)
Related
I'm trying to see whether it's possible to use the code from DuckDuckHack Instant Answers outside of the context of the main DuckDuckGo website. After all, an Instant Answer is mostly a standalone component that consists of some HTML, CSS and Javascript and should be relatively self-contained and reusable.
Since the DuckDuckHack project is in maintenance mode, it seems to be a bit difficult to obtain information: the Slack and Forum mentioned on the Developer Guide have been disabled. I tried to find out whether other people tried to make Instant Answers work in other contexts, but I couldn't find anything. There are tutorials on writing Instant Answers, such as this using Perl and the DuckPAN tools. I tried to get an existing Instant Answer to work using those tools but I failed to get it to work properly (not sure whether they are still maintained).
Since those tools seem to be a bit heavyweight, I thought it could be possible to bypass them completely and try to just use the HTML, CSS and JS from the Instant Answer directly.
I've given the Calculator a first shot. I identified the relevant source code in the duckduckgo/zeroclickinfo-goodies repository's directory share/goodie/calculator. The HTML seems to be in the content.handlebars, and then there's calculator.css and calculator.js. I created a plain HTML file, put the HTML from content.handlebars in there and included references to the CSS file and the JS file. At first, the CSS wouldn't work because the CSS rules don't apply without adding some more wrapper divs that can be easily found when inspecting the DuckDuckGo site with the calculator Instant Answer visible. After adding those wrapper divs, the calculator UI appears more or less intact. However the buttons of the UI do not work at all yet.
Looking at the Javascript console I get this error:
Uncaught ReferenceError: DDH is not defined
at calculator.js:1
Apparently an object DDH is required by calculator.js, however I have no idea what that object should be and how I could create it.
Does anybody know how this DDH variable gets usually initialized or more generally how to make this work? Any reference to projects reusing the code from DuckDuckHack for their own sites would also be highly appreciated.
I think the details of how the DDH object is put together might not be exposed through the open-source portion of DDG.
I've also made some attempts to repurpose some of the built-in DDG IA functionality (e.g. get programmatic access to the many, useful instant answers unavailable through their API).
In the process, I cloned the goodie repo and poked around. The pattern seems to be that for most goodies the payload to be displayed is DDH.<goodie>.content. In my local copy of the goodie repo:
$ grep -rE 'DDH' ./lib/
./lib/DDG/Goodie/Conversions.pm: content => 'DDH.conversions.content'
./lib/DDG/Goodie/Conversions.pm: content => 'DDH.conversions.content'
./lib/DDG/Goodie/Game2048.pm: content => 'DDH.game2048.content'
./lib/DDG/Goodie/PublicDNS.pm: list_content => 'DDH.public_dns.content',
./lib/DDG/Goodie/JsBeautifier.pm: content => 'DDH.js_beautifier.content'
./lib/DDG/Goodie/SassToCss.pm: content => 'DDH.sass_to_css.content'
./lib/DDG/Goodie/Constants.pm: title_content => 'DDH.constants.title_content'
...
On the javascript side of things, you'd find the corresponding .js files in the share/goodie directory, as you did for the calculator goodie.
The <goodie>.js files seem to introduce DDH.<goodie> namespaces (typically right at the top of the file) and define DDH.<goodie>.build functions. This procedure is referenced in the goodie-display docs (see the section titled Setting Goodie Display Options on the Front end therein).
Nowhere in the docs, though, is it documented how the content property of DDH.<goodie> is put together. I cloned the docs repo and grepped for DDH, revealing nothing to that effect.
None of the .js files in the share/goodie folder of the goodie repo, though, seem to give a clue as to how DDH.<goodie>.content is assembled either. Indeed, some of those .js files do not even contain the string content. For a listing of all share*.js files that do contain the string content, I did (in the local copy of the goodie repo):
$ find ./share -name "*.js" |xargs grep -l 'content'
./share/goodie/countdown/countdown.js
./share/goodie/text_converter/text_converter.js
The other .js files do not contain that string at all..
Edit
On the other hand though, I see you did manage to get the calculator going with some modifications to the .js file (e.g. by inserting that missing DDH namespace).
As I'm setting up ESLint for the first time, I'm a little confused about how it deals with globals.
I've got 40+ js files, (one js file per page in a CRM like application), and some of them are quite long, like 3-4k+ lines. And these JS files share most of their functions in a common file I've named "core.js", which gets included on all pages.
Looking at https://eslint.org/docs/user-guide/configuring#specifying-globals, it looks like it wants me to specify every single function and variable that's used from core.js in my current file, order.js. That just wouldn't be an option, since there's bound to be 50+ global functions/variables that I use, and that list is very subject to change.
Is there not a way to tell ESLint that everything in core.js is global to this file? And on the flip side, it's also telling me that the functions in my core.js aren't ever being used.
Is it possible to get a proper JavaScript source file if I have the minified file and its corresponding source map?
I know how to prettify JS code (line-breaks and indents), but I would like to get original function / variable names in the file, to be able to better understand the source code.
I would like to get the un-minified JS file to work with, instead of using it to debug in a browser.
PS It is probably somewhere right under my nose, but I didn't manage to find it so far. Sorry if this was already asked!
To work sourcemaps requires both files, minified and original, often original is included in sourcemap file(it has optional sourcesContent for sources that can not be hosted).
Sourcemap is just JSON file, and you can found all needed information inside:
sources - list of source file names,
sourcesContent - optional list
of original sources, if source is not presented it would be null
here.
Utility script, I have written before for this purpose: https://gist.github.com/zxbodya/ca6fb758259f6a077de7
I suggest using the Source Map Visualization tool online to view the original code with both js file and js soucemap file.
https://sokra.github.io/source-map-visualization/
I think you won't be able to completely revert such code to its original state as a lot of information (for example comments or certain variable names) is simply lost in the process. When I understand it correctly for sourcemaps to do this you still need the original file.
If you only aim to prettify the code so its readable again you do not need source maps. Many advanced editors have such functions. For example if you are using Sublime text there is this plugin: https://packagecontrol.io/packages/HTML-CSS-JS%20Prettify which does a great job.
Also see this similar question: How can I debug a minified JS in firebug?
I am using Dreamweaver CS6 (and most recently, CC).
We have a javascript file that is included in every page, but its dynamically included through nested layers of PHP includes, so when I type in a function name, DW does not know it is part of the page, and therefore does not give me the code hints (vs if I am actually in that js file, code hinting works like a charm).
I am looking for a way to have DW pick up that file and/or give me code hints for any functions and namespaces I place in there, but so far, have come up empty.
Has anyone had any success with doing this?
I have been searching for this answer for far too long, and I think I've found it! It has to do with "site-specific code hinting". Take a look at this link: https://www.inkling.com/read/dreamweaver-cs6-missing-manual-david-sawyer-mcfarland-1st/chapter-22/php-code-hints
It worked for me. I am now able to see all variables from nested includes.
I am trying to create some global variables in a firefox extension. In my content folder, I have two javascript files:
1) Main JS file that holds the functions for the different events, etc
2) A file that stores only an object with the pieces of state I want to maintain. Also, I set the array EXPORTED_SYMBOLS.
I am having issues with the following line found in my main JS file:
Components.utils.import("resource:///globalVariables.js");
When it is at the top of the file, nothing seems to work. If I move it into the function where I need the variable, the rest of my code works, but the function with this line does nothing. Any advice that would help me with this problem would be great. Thanks
Chances are resource:///globalVariables.js is not the right URI. Make sure you register it properly, and include the aliasname when you reference it.