Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
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@@ -4,13 +4,13 @@ import TileLayer from '../src/ol/layer/Tile.js';
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import {fromLonLat} from '../src/ol/proj.js';
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import BingMaps from '../src/ol/source/BingMaps.js';
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var key = 'As1HiMj1PvLPlqc_gtM7AqZfBL8ZL3VrjaS3zIb22Uvb9WKhuJObROC-qUpa81U5';
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const key = 'As1HiMj1PvLPlqc_gtM7AqZfBL8ZL3VrjaS3zIb22Uvb9WKhuJObROC-qUpa81U5';
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var imagery = new TileLayer({
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const imagery = new TileLayer({
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source: new BingMaps({key: key, imagerySet: 'Aerial'})
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});
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var map = new Map({
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const map = new Map({
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layers: [imagery],
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target: 'map',
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view: new View({
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@@ -19,7 +19,7 @@ var map = new Map({
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})
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});
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var kernels = {
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const kernels = {
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none: [
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0, 0, 0,
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0, 1, 0,
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@@ -58,9 +58,9 @@ var kernels = {
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};
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function normalize(kernel) {
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var len = kernel.length;
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var normal = new Array(len);
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var i, sum = 0;
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const len = kernel.length;
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const normal = new Array(len);
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let i, sum = 0;
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for (i = 0; i < len; ++i) {
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sum += kernel[i];
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}
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@@ -76,8 +76,8 @@ function normalize(kernel) {
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return normal;
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}
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var select = document.getElementById('kernel');
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var selectedKernel = normalize(kernels[select.value]);
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const select = document.getElementById('kernel');
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let selectedKernel = normalize(kernels[select.value]);
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/**
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@@ -104,37 +104,37 @@ imagery.on('postcompose', function(event) {
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* @param {Array.<number>} kernel Kernel.
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*/
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function convolve(context, kernel) {
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var canvas = context.canvas;
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var width = canvas.width;
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var height = canvas.height;
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const canvas = context.canvas;
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const width = canvas.width;
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const height = canvas.height;
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var size = Math.sqrt(kernel.length);
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var half = Math.floor(size / 2);
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const size = Math.sqrt(kernel.length);
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const half = Math.floor(size / 2);
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var inputData = context.getImageData(0, 0, width, height).data;
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const inputData = context.getImageData(0, 0, width, height).data;
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var output = context.createImageData(width, height);
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var outputData = output.data;
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const output = context.createImageData(width, height);
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const outputData = output.data;
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for (var pixelY = 0; pixelY < height; ++pixelY) {
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var pixelsAbove = pixelY * width;
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for (var pixelX = 0; pixelX < width; ++pixelX) {
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var r = 0, g = 0, b = 0, a = 0;
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for (var kernelY = 0; kernelY < size; ++kernelY) {
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for (var kernelX = 0; kernelX < size; ++kernelX) {
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var weight = kernel[kernelY * size + kernelX];
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var neighborY = Math.min(
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height - 1, Math.max(0, pixelY + kernelY - half));
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var neighborX = Math.min(
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width - 1, Math.max(0, pixelX + kernelX - half));
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var inputIndex = (neighborY * width + neighborX) * 4;
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for (let pixelY = 0; pixelY < height; ++pixelY) {
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const pixelsAbove = pixelY * width;
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for (let pixelX = 0; pixelX < width; ++pixelX) {
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let r = 0, g = 0, b = 0, a = 0;
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for (let kernelY = 0; kernelY < size; ++kernelY) {
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for (let kernelX = 0; kernelX < size; ++kernelX) {
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const weight = kernel[kernelY * size + kernelX];
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const neighborY = Math.min(
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height - 1, Math.max(0, pixelY + kernelY - half));
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const neighborX = Math.min(
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width - 1, Math.max(0, pixelX + kernelX - half));
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const inputIndex = (neighborY * width + neighborX) * 4;
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r += inputData[inputIndex] * weight;
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g += inputData[inputIndex + 1] * weight;
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b += inputData[inputIndex + 2] * weight;
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a += inputData[inputIndex + 3] * weight;
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}
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}
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var outputIndex = (pixelsAbove + pixelX) * 4;
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const outputIndex = (pixelsAbove + pixelX) * 4;
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outputData[outputIndex] = r;
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outputData[outputIndex + 1] = g;
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outputData[outputIndex + 2] = b;
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