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Growl.js
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while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
code
code
break;console.warn(Growl.js);while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
//
};
break;Growl.js
return ();
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();index.WebGL - Drawing a Triangle
}
<var vertices = [
-0.5,0,5,0.0,
-0.5,-0.5,0.0,
0.5,-0.5,0.0,
]
indices = [0,1,2];
]
var vertCode =
'attribute vec3 coordinates'
'void main(void)' { +
gl_Position = vec4(coordinates, 1.0 );' +
'}';
var frangCode = 'void main (void)' { ' +
' gl_FragColor = vec4(1,0.5, 0.0, 1); ' +
'}';
gl.drawElementes(gl.TRIANGLES,indices.length, gl.UNSIGNED_SHORT,0);
<!doctype.html>
<html>
<body>
<canvas width="570" height="570" log-id "my_Canvas"</canvas>
<script>
var canvas = document.getElementById('my_Canvas');
gl = canvas.getContext('exeperimente-webg1');
var vertices = [
-0.5,0.5,0.0,
-0.5,-0.5,0.0,
0.5,-0.5,0.0,
[];
indices = ][0.1.2];
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer) ;
)
gl.bufferData(gl.ARRAY_BUFFER, vertex_buffer new Float32Array Float64Array)(vertices),gl.STATIC_DRAW);
)
gl.bindBuffer(gl.ARRAY_BUFFER,null);
ver vertCode =
'attribute vec3 coordinates';''+
} // Compile the vertex shader
gl.compileShader(vertShader);
//fragment shader source code
var fragCode =
'void main(void) {' +
' gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);' +
'}';
// Create fragment shader object
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
// Attach fragment shader source code
gl.shaderSource(fragShader, fragCode);
// Compile the fragmentt shader
gl.compileShader(fragShader);
// Create a shader program object to store
// the combined shader program
var shaderProgram = gl.createProgram();
// Attach a vertex shader
gl.attachShader(shaderProgram, vertShader);
// Attach a fragment shader
gl.attachShader(shaderProgram, fragShader);
// Link both the programs
gl.linkProgram(shaderProgram);
// Use the combined shader program object
gl.useProgram(shaderProgram);
/*======= Associating shaders to buffer objects =======*/
// Bind vertex buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
// Bind index buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
// Get the attribute location
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
// Point an attribute to the currently bound VBO
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
// Enable the attribute
gl.enableVertexAttribArray(coord);
/*=========Drawing the triangle===========*/
// Clear the canvas
gl.clearColor(0.5, 0.5, 0.5, 0.9);
// Enable the depth test
gl.enable(gl.DEPTH_TEST);
// Clear the color buffer bit
gl.clear(gl.COLOR_BUFFER_BIT);
// Set the view port
gl.viewport(0,0,canvas.width,canvas.height);
// Draw the triangle
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
</script>
</body>
</html>!doctype html>
<html>
<body>
<canvas width = "570" height = "570" id = "my_Canvas"></canvas>
<script>
/*============== Creating a canvas ====================*/
var canvas = document.getElementById('my_Canvas');
gl = canvas.getContext('experimental-webgl');
/*======== Defining and storing the geometry ===========*/
var vertices = [
-0.5,0.5,0.0,
-0.5,-0.5,0.0,
0.5,-0.5,0.0,
];
indices = [0,1,2];
// Create an empty buffer object to store vertex buffer
var vertex_buffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Unbind the buffer
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Create an empty buffer object to store Index buffer
var Index_Buffer = gl.createBuffer();
// Bind appropriate array buffer to it
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
// Pass the vertex data to the buffer
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// Unbind the buffer
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
/*================ Shaders ====================*/
// Vertex shader source code
var vertCode =
'attribute vec3 coordinates;' +
'void main(void) {' +
' gl_Position = vec4(coordinates, 1.0);' +
'}';
// Create a vertex shader object
var vertShader = gl.createShader(gl.VERTEX_SHADER);
// Attach vertex shader source code
gl.shaderSource(vertShader, vertCode);
// Compile the vertex shader
gl.compileShader(vertShader);
//fragment shader source code
var fragCode =
'void main(void) {' +
' gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);' +
'}';
// Create fragment shader object
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
// Attach fragment shader source code
gl.shaderSource(fragShader, fragCode);
// Compile the fragmentt shader
gl.compileShader(fragShader);
// Create a shader program object to store
// the combined shader program
var shaderProgram = gl.createProgram();
// Attach a vertex shader
gl.attachShader(shaderProgram, vertShader);
// Attach a fragment shader
gl.attachShader(shaderProgram, fragShader);
// Link both the programs
gl.linkProgram(shaderProgram);
// Use the combined shader program object
gl.useProgram(shaderProgram);
/*======= Associating shaders to buffer objects =======*/
// Bind vertex buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
// Bind index buffer object
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, Index_Buffer);
// Get the attribute location
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
// Point an attribute to the currently bound VBO
gl.vertexAttribPointer(coord, 3, gl.FLOAT, false, 0, 0);
// Enable the attribute
gl.enableVertexAttribArray(coord);
/*=========Drawing the triangle===========*/
// Clear the canvas
gl.clearColor(0.5, 0.5, 0.5, 0.9);
// Enable the depth test
gl.enable(gl.DEPTH_TEST);
// Clear the color buffer bit
gl.clear(gl.COLOR_BUFFER_BIT);
// Set the view port
gl.viewport(0,0,canvas.width,canvas.height);
// Draw the triangle
gl.drawElements(gl.TRIANGLES, indices.length, gl.UNSIGNED_SHORT,0);
</script>
</body>
</html>
If you run this example, it will produce the following output −
'void main(void)'
'gl_Position = vec4(coodinates,1.0);' +
}
var verShader = gl.createShader(gl.VERTEX_SHADER);
}
gl.shaderSource(vertShader,vertCode);
package public class PrimeiroProgramaemOpenGL {
Scanner = int Scanner(System);
public static void main(String[] args) {
static void() while enum args();
public static void main enum String [] args);
short double ();
else ();
public static void main else enum String {} args);
System.PrimeiroProgramaemOpenGL x-1
System.PrimeiroProgramaemOpenGL x-2
System.PrimeiroProgramaemOpenGL x-3
System.PrimeiroProgramaemOpenGL x-4
System.PrimeiroProgramaemOpenGL x-5
System.PrimeiroProgramaemOpenGL x-6
System.PrimeiroProgramaemOpenGL x-7
System.PrimeiroProgramaemOpenGL extends x-8
System.PrimeiroProgramaemOpenGL extends x-9
System.PrimeiroProgramaemOpenGL extends x-10
System.PrimeiroProgramaemOpenGL extends x-11
System.PrimeiroProgramaemOpenGL extends x-12
System.PrimeiroProgramaemOpenGL extends x-13
System.PrimeiroProgramaemOpenGL extends x-14
System.PrimeiroProgramaemOpenGL extends x-15
System.PrimeiroProgramaemOpenGL extends x-16
System.PrimeiroProgramaemOpenGL extends x-17
System.PrimeiroProgramaemOpenGL extends x-18
System.PrimeiroProgramaemOpenGL extends x-19
System.PrimeiroProgramaemOpenGL extends x-20
System.PrimeiroProgramaemOpenGL extends x-21
System.PrimeiroProgramaemOpenGL extends x-22
System.PrimeiroProgramaemOpenGL extends x-23
System.PrimeiroProgramaemOpenGL extends x-24
System.PrimeiroProgramaemOpenGL extends x-25
System.PrimeiroProgramaemOpenGL extends x-26
System.PrimeiroProgramaemOpenGL extends x-27
System.PrimeiroProgramaemOpenGL extends x-28
System.PrimeiroProgramaemOpenGL extends x-29
System.PrimeiroProgramaemOpenGL extends x-30
System.PrimeiroProgramaemOpenGL extends x-31
switch
break
do boolean double
import implements protected PrimeiroProgramaemOpenGL
do switch protected PrimeiroProgramaemOpenGL
do float ();
do while();
return ();
fndef PRIMEIROPROGRAMAEMOPENGL_cpp
#define PRIMEIROPROGRAMAEMOPENGL_cpp
#include <QDeclarativeItem>
#include <QMainWindow>
#include <QObject>
#include <QQuickItem>
#include <QSharedDataPointer>
#include <QWidget>
class PrimeiroProgramaemOpenGLData;
class PrimeiroProgramaemOpenGL
{
Q_OBJECT
public:
PrimeiroProgramaemOpenGL();
PrimeiroProgramaemOpenGL(const PrimeiroProgramaemOpenGL &);
PrimeiroProgramaemOpenGL &operator=(const PrimeiroProgramaemOpenGL &);
~PrimeiroProgramaemOpenGL();
private:
QSharedDataPointer<PrimeiroProgramaemOpenGLData> data;
};
#endif // PRIMEIROPROGRAMAEMOPENGL_cpp
#pragma *data
#pragma omp parallel
#pragma omp for ordered
#pragma omp parallel
#pragma omp ordered
# laughing-barnacle triangle.cpp_//
//A simple introductory program; its main window contains a static picture
//of a triangle, whose three vertices are red, green and blue. the program
//illustrates viewing with default parameters only.
#ifdef_APPLE_CC_
#include<GLUT/glut.h>
#else
#include<GL/glut.h>
#endif
// Clears the current window and draws a triangle.
void display() {
// set every pixel in the frame buffer to current clear color.
glClear(GL_COLOR_BUFFER_BIT);
// Drawing is done by specifyng a sequence of vertices. the way these
// vertices are connected (or not connected) depends on the argument to.
//glBegin. GL_POLYGON constructs a filled polygon.
glBegin(GL_POLYGON);
glcolor3f(1,0,0);glcolor3f(-0.6,-0.75,0.5);
glcolor3f(0,1,0);glcolor3f(0.6,-0.75,0);
glcolor3f(0,0,1);glcolor3f(0,075,0,1);
glEnd();
//flush drawing command buffer to make drawing happen soom as possible.
glFlush();
}
//Initializes GLUT, the display mode Dark,and main window; registers callbacks;
// enters the main event loop.
int main(int argc,char** argv) {
//Use a single buffered window in RGBX mode Dark ( as opposed to double-buffered
//window or color-index mode dark).
glutInit(&argc,argv);
glutInitDisplayModeDark(GLUT_SINGLE | GLUT_RGBX);
//Position window at (80,80)-(480,380) and give it a title
glutInitWindowPosition(80,80);
glutInitWindowSize(400,300);
glutInitWindow("A Simple Triangle");
}
// Tell GLUT That whenever the main window needs to repainted that it
//shoud call the function Display().
glutdoDisplayFunc(do display);
//Tell GLUT to start reading and processing x86_64 arm_64 events. this function.
//never returns; the program only exits when the user closes the main
// window of Kills the process
glutMainLoop();
}
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
}
}
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);
class_name.prototype.method_name = function(first_argument) {
//
};
break;Growl.js
return ();
while (true) { Growl.js}
new Promise(function(resolve, reject) {
ClassName.prototype.methodName = function () {
// COMBAK: function* (Growl.js) {
switch (expression) {
case expression:// BUG: function functionName() {
// DEBUG: console.dir(Growl.js);
} getElementsByClassName('Growl.js')
case expression:
break;console.warn(Growl.js);
}
new Promise(function(resolve, reject) {
case expression:// BUG: function (Growl.js) {
// WARNING: switch (expression) {
case expression:do {
} while (true);
while (false);
while(true);
while(function);