nXhtml (No javascript-mode/eruby-javascript) - javascript

I've just installed nXhtml by downloading their zip file, extracting the archive into my home directory and adding (load "/home/spinlock/nxhtml/autostart.el") to my .emacs file. My problem is that when I try to edit a .js.erb file, I'm getting the error:
(No javascript-mode/eruby-javascript)
and I'm not getting the syntax highlighting that I'd expect (for instance, comments are the same color as javascript code). However, when I move the cursor inside a Ruby section of this file, that notice changes to:
(Ruby/eruby-javascript)
which I take as a good sign plus it does look like I've got the proper Ruby syntax highlighting in this part of the buffer (e.g. comments are show in red font).
I assume that I need to add a configuration file that tells emacs how to manage javascript-mode but I have no clue how to do this. Any help would be greatly appreciated.
Thanks!

Related

Is it possible to load external js files/libraries into Acumatica?

I'm working on a new Acumatica screen for our company that will require some javascript code to retrieve and display a map object (from ESRI).
This code requires an external .js file that is included to the HTML by the javascript code itself. Everything works fine if I use a blank HTML page to test this.
The problem I have is that when I try using the same code from inside the Acumatica screen, it doesn't load this required external file, and therefore the code does not work properly.
I attempted to load the full .js file code along with my code, but it returned the following error:
error CS8095: Length of String constant exceeds current memory limit. Try splitting the string into multiple constants.
I haven't tried splitting this file into multiple strings (as the error message suggests), because I want to make sure there isn't a cleaner and more professional, direct/right way to do this.
Is it possible to manually import this external .js file into our Acumatica instance, so I can point to it instead? (in case it makes a difference if it's hosted in the same environment)
or, is there any way to make Acumatica able to load external files so we can keep using our current approach? (any setting that may be preventing external files from loading?)
I'm not sure i fully understand the question. What comes to mind however is you may be looking to use the PXJavaScript control. I used this link to help get my head wrapped around how to use the control. We had a need to trigger something off with Java Script and the PXJavaScript control got us to the end result we needed. Let me know if this gets you in the right direction?
Dynamically Change Button Color

Making a DuckDuckHack Instant Answer work on own site

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).

Angular 2 Quickstart: wrong encoding of js files

I'm very new to angular 2, so I'm trying to make this work: https://angular.io/guide/quickstart
The problem which I have really confuses me. All JS files, which I get as a response, have strange encoding - basically, I see a bunch of hieroglyphs. Non-js files (html and css) are ok. Please see below, html is ok. Js - totally not.
Do you guys have any idea, what can it be? Computer culture is not Chinese or Japanese, just in case.
You can use notepad++ or any html editor with encode options available to change the page encoding:
Open your file with Notepad++
Go to "Encoding" menu option in main menu
Select "Convert to UTF-8-BOM"
check if the page display correctly
This can be related to your js files encoding on your editor.

Revert JavaScript minification using source map

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?

Vim Javascript Autocompletion + Suggestions?

I'm developing on top of OpenLayers.js. My project folder is structured as follows:
project /
|-- OpenLayers.js
|-- map.html
|-- map.js
\-- etc
As you can argue, when I start a new map project, I espect suggestions from Vim on how to complete the code, reading JS classes from all the libraries in the project folder (in this case, just OpenLayers.js).
E.g.:
map = new OpenLayers. --> <C-x><C-o>
map = new OpenLayers.Bounds
.Control
.Map
Selecting one of the suggested classes I should get a kind of autocompletion, like in Aptana. I've installed AutoComplPop and I get a nice automatic menu to select suggestions, but all of them are taken from the current JS file.
Anyway, I've correctly set up Tagbar + node.js + jsctags and I've generated tags file for my project, and added set tags=./tags,./../tags,./*/tags to my .vimrc.
In this case, also, Tagbar maps the current file JS structure but doesn't offer any mapping of the classes coming from other files.
Another probably relevant line in my .vimrc:
autocmd FileType javascript set omnifunc=javascriptcomplete#CompleteJS
I'm struggling to get class and subclass suggestions and now I'm getting a bit confused with all the plugins/piece of software available.
Any hint?
Thank you guys :)
Check out YouCompleteMe and tern_for_vim.
Here's an article about using them together.
Your expectations are a bit too high. Vim is not an IDE like Aptana and the mechanisms used to provide completion are crude.
Did you check that your tags file has OpenLayers.Bounds, OpenLayers.Control or OpenLayer.Map? I can't find OpenLayer.Map and, going through the OpenLayer.debug.js I can't find this function either.
TagBar only works with the current buffer. If you want to show tags for other windows/buffers you'll need another older plugin: TagList.
AutoComplPop doesn't support JS out of the box. How did you set it up? Here is how I did but it still uses <C-x><C-o> while completion from tags is done with <C-x><C-]>.

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