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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@@ -9,7 +9,7 @@ import PriorityQueue from '../../../src/ol/structs/PriorityQueue.js';
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describe('ol.TileQueue', function() {
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function addRandomPriorityTiles(tq, num) {
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var i, tile, priority;
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let i, tile, priority;
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for (i = 0; i < num; i++) {
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tile = new Tile();
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priority = Math.floor(Math.random() * 100);
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@@ -19,33 +19,33 @@ describe('ol.TileQueue', function() {
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}
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}
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var tileId = 0;
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let tileId = 0;
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function createImageTile(opt_tileLoadFunction) {
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++tileId;
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var tileCoord = [tileId, tileId, tileId];
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var state = 0; // IDLE
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const tileCoord = [tileId, tileId, tileId];
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const state = 0; // IDLE
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// The tile queue requires a unique URI for each item added.
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// Browsers still load the resource even if they don't understand
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// the charset. So we create a unique URI by abusing the charset.
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var src = 'data:image/gif;charset=junk-' + tileId +
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const src = 'data:image/gif;charset=junk-' + tileId +
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';base64,R0lGODlhAQABAPAAAP8AAP///' +
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'yH5BAAAAAAALAAAAAABAAEAAAICRAEAOw==';
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var tileLoadFunction = opt_tileLoadFunction ?
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const tileLoadFunction = opt_tileLoadFunction ?
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opt_tileLoadFunction : ImageSource.defaultImageLoadFunction;
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return new ImageTile(tileCoord, state, src, null, tileLoadFunction);
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}
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describe('#loadMoreTiles()', function() {
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var noop = function() {};
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const noop = function() {};
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it('works when tile queues share tiles', function(done) {
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var q1 = new TileQueue(noop, noop);
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var q2 = new TileQueue(noop, noop);
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const q1 = new TileQueue(noop, noop);
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const q2 = new TileQueue(noop, noop);
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var numTiles = 20;
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for (var i = 0; i < numTiles; ++i) {
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var tile = createImageTile();
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const numTiles = 20;
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for (let i = 0; i < numTiles; ++i) {
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const tile = createImageTile();
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q1.enqueue([tile]);
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q2.enqueue([tile]);
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}
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@@ -54,7 +54,7 @@ describe('ol.TileQueue', function() {
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expect(q1.getCount()).to.equal(numTiles);
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expect(q2.getCount()).to.equal(numTiles);
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var maxLoading = numTiles / 2;
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const maxLoading = numTiles / 2;
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// and nothing is loading
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expect(q1.getTilesLoading()).to.equal(0);
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@@ -90,15 +90,15 @@ describe('ol.TileQueue', function() {
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});
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it('calls #tileChangeCallback_ when all wanted tiles are aborted', function() {
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var tileChangeCallback = sinon.spy();
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var queue = new TileQueue(noop, tileChangeCallback);
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var numTiles = 20;
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for (var i = 0; i < numTiles; ++i) {
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var tile = createImageTile();
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const tileChangeCallback = sinon.spy();
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const queue = new TileQueue(noop, tileChangeCallback);
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const numTiles = 20;
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for (let i = 0; i < numTiles; ++i) {
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const tile = createImageTile();
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tile.state = TileState.ABORT;
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queue.enqueue([tile]);
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}
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var maxLoading = numTiles / 2;
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const maxLoading = numTiles / 2;
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queue.loadMoreTiles(maxLoading, maxLoading);
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expect(tileChangeCallback.callCount).to.be(1);
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});
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@@ -108,7 +108,7 @@ describe('ol.TileQueue', function() {
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describe('heapify', function() {
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it('does convert an arbitrary array into a heap', function() {
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var tq = new TileQueue(function() {});
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const tq = new TileQueue(function() {});
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addRandomPriorityTiles(tq, 100);
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tq.heapify_();
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@@ -118,7 +118,7 @@ describe('ol.TileQueue', function() {
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describe('reprioritize', function() {
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it('does reprioritize the array', function() {
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var tq = new TileQueue(function() {});
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const tq = new TileQueue(function() {});
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addRandomPriorityTiles(tq, 100);
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tq.heapify_();
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@@ -126,7 +126,7 @@ describe('ol.TileQueue', function() {
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// now reprioritize, changing the priority of 50 tiles and removing the
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// rest
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var i = 0;
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let i = 0;
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tq.priorityFunction_ = function() {
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if ((i++) % 2 === 0) {
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return PriorityQueue.DROP;
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@@ -142,11 +142,11 @@ describe('ol.TileQueue', function() {
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});
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describe('tile change event', function() {
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var noop = function() {};
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const noop = function() {};
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it('abort queued tiles', function() {
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var tq = new TileQueue(noop, noop);
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var tile = createImageTile();
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const tq = new TileQueue(noop, noop);
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const tile = createImageTile();
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expect(tile.hasListener('change')).to.be(false);
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tq.enqueue([tile]);
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@@ -158,8 +158,8 @@ describe('ol.TileQueue', function() {
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});
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it('abort loading tiles', function() {
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var tq = new TileQueue(noop, noop);
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var tile = createImageTile(noop);
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const tq = new TileQueue(noop, noop);
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const tile = createImageTile(noop);
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tq.enqueue([tile]);
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tq.loadMoreTiles(Infinity, Infinity);
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