Fix for symbol is not defined errors in javascript files

I’m editing a javascript file that uses global symbols declared in another file (the p5js library in this case). Glitch flags all of my calls to p5js global functions as ‘symbol’ is not defined. Is there a way to get the Glitch editor not to display this errors (preferably while still flagging other kinds of syntax errors)?

UPDATE: Solved properly thanks to Ghostoblivion by adding the following to the end of the file

/* globals ADD, ALT, ARROW, AUDIO, AUTO, AXES, BACKSPACE, BASELINE, BEVEL, BEZIER, BLEND, BLUR, BOLD, BOLDITALIC, BOTTOM, BURN, CENTER, CHORD, CLAMP, CLOSE, CONTROL, CORNER, CORNERS, CROSS, CURVE, DARKEST, DEGREES, DEG_TO_RAD, DELETE, DIFFERENCE, DILATE, DODGE, DOWN_ARROW, ENTER, ERODE, ESCAPE, EXCLUSION, FALLBACK, FILL, GRAY, GRID, HALF_PI, HAND, HARD_LIGHT, HSB, HSL, IMAGE, IMMEDIATE, INVERT, ITALIC, LABEL, LANDSCAPE, LEFT, LEFT_ARROW, LIGHTEST, LINEAR, LINES, LINE_LOOP, LINE_STRIP, MIRROR, MITER, MOVE, MULTIPLY, NEAREST, NORMAL, OPAQUE, OPEN, OPTION, OVERLAY, P2D, PI, PIE, POINTS, PORTRAIT, POSTERIZE, PROJECT, QUADRATIC, QUADS, QUAD_STRIP, QUARTER_PI, RADIANS, RADIUS, RAD_TO_DEG, REMOVE, REPEAT, REPLACE, RETURN, RGB, RIGHT, RIGHT_ARROW, ROUND, SCREEN, SHIFT, SOFT_LIGHT, SQUARE, STROKE, SUBTRACT, TAB, TAU, TESS, TEXT, TEXTURE, THRESHOLD, TOP, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP, TWO_PI, UP_ARROW, VIDEO, WAIT, WEBGL, accelerationX, accelerationY, accelerationZ, deltaTime, deviceOrientation, displayHeight, displayWidth, focused, frameCount, height, isKeyPressed, key, keyCode, keyIsPressed, mouseButton, mouseIsPressed, mouseX, mouseY, movedX, movedY, pAccelerationX, pAccelerationY, pAccelerationZ, pRotateDirectionX, pRotateDirectionY, pRotateDirectionZ, pRotationX, pRotationY, pRotationZ, pixels, pmouseX, pmouseY, pwinMouseX, pwinMouseY, rotationX, rotationY, rotationZ, touches, turnAxis, width, winMouseX, winMouseY, windowHeight, windowWidth, abs, acos, alpha, ambientLight, ambientMaterial, angleMode, append, applyMatrix, arc, arrayCopy, asin, atan, atan2, background, beginContour, beginShape, bezier, bezierDetail, bezierPoint, bezierTangent, bezierVertex, blend, blendMode, blue, boolean, box, brightness, byte, camera, ceil, char, circle, clear, clearStorage, color, colorMode, concat, cone, constrain, copy, cos, createA, createAudio, createButton, createCamera, createCanvas, createCapture, createCheckbox, createColorPicker, createDiv, createElement, createFileInput, createGraphics, createImage, createImg, createInput, createNumberDict, createP, createRadio, createSelect, createShader, createSlider, createSpan, createStringDict, createVector, createVideo, createWriter, cursor, curve, curveDetail, curvePoint, curveTangent, curveTightness, curveVertex, cylinder, day, debugMode, degrees, describe, describeElement, directionalLight, displayDensity, dist, downloadFile, ellipse, ellipseMode, ellipsoid, emissiveMaterial, endContour, endShape, erase, exitPointerLock, exp, fill, filter, float, floor, fract, frameRate, frustum, fullscreen, get, getFrameRate, getItem, getURL, getURLParams, getURLPath, green, gridOutput, hex, hour, httpDo, httpGet, httpPost, hue, image, imageMode, int, isLooping, join, keyIsDown, lerp, lerpColor, lightFalloff, lightness, lights, line, loadBytes, loadFont, loadImage, loadJSON, loadModel, loadPixels, loadShader, loadStrings, loadTable, loadXML, log, loop, mag, map, match, matchAll, max, millis, min, minute, model, month, nf, nfc, nfp, nfs, noCanvas, noCursor, noDebugMode, noErase, noFill, noLights, noLoop, noSmooth, noStroke, noTint, noise, noiseDetail, noiseSeed, norm, normalMaterial, orbitControl, ortho, perspective, pixelDensity, plane, point, pointLight, pop, popMatrix, popStyle, pow, print, push, pushMatrix, pushStyle, quad, quadraticVertex, radians, random, randomGaussian, randomSeed, rect, rectMode, red, redraw, registerPromisePreload, removeElements, removeItem, requestPointerLock, resetMatrix, resetShader, resizeCanvas, reverse, rotate, rotateX, rotateY, rotateZ, round, saturation, save, saveCanvas, saveFrames, saveGif, saveJSON, saveJSONArray, saveJSONObject, saveStrings, saveTable, scale, second, select, selectAll, set, setAttributes, setCamera, setFrameRate, setMoveThreshold, setShakeThreshold, shader, shearX, shearY, shininess, shorten, shuffle, sin, smooth, sort, specularColor, specularMaterial, sphere, splice, split, splitTokens, spotLight, sq, sqrt, square, storeItem, str, stroke, strokeCap, strokeJoin, strokeWeight, subset, tan, text, textAlign, textAscent, textDescent, textFont, textLeading, textOutput, textSize, textStyle, textWidth, texture, textureMode, textureWrap, tint, torus, translate, triangle, trim, unchar, unhex, updatePixels, vertex, writeFile, year */

Well, here is a horrible kludge of a workaround:

Create a script that wraps all of the p5js functions with a function that invokes the real function on the current p5js instance:

window.p5wrapper = {};

// Wrap all the functions in p5 js so I can call them globally and have them bound to the current instance
for (let key in window.p5.prototype) {
  if (key[0] !== '_') {
    let value = window.p5.prototype[key];
    if (typeof value === 'function') {
      window.p5wrapper[key] = function(...args) {
        window.p5.instance[key].apply(window.p5.instance, args);
      }
    }
  }
}

And then at the bottom of the script that uses p5js place the following:

// Ignore this. it is to make glitch.com not show errors for p5js functions
let { abs, acos, alpha, ambientLight, ambientMaterial, angleMode, append, applyMatrix, arc, arrayCopy, asin, atan, atan2, background, beginContour, beginShape, bezier, bezierDetail, bezierPoint, bezierTangent, bezierVertex, blend, blendMode, blue, boolean, box, brightness, byte, camera, ceil, char, circle, clear, clearStorage, color, colorMode, concat, cone, constrain, copy, cos, createA, createAudio, createButton, createCamera, createCanvas, createCapture, createCheckbox, createColorPicker, createDiv, createElement, createFileInput, createGraphics, createImage, createImg, createInput, createNumberDict, createP, createRadio, createSelect, createShader, createSlider, createSpan, createStringDict, createVector, createVideo, createWriter, cursor, curve, curveDetail, curvePoint, curveTangent, curveTightness, curveVertex, cylinder, day, debugMode, degrees, describe, describeElement, directionalLight, displayDensity, dist, downloadFile, ellipse, ellipseMode, ellipsoid, emissiveMaterial, endContour, endShape, erase, exitPointerLock, exp, fill, filter, float, floor, fract, frameRate, frustum, fullscreen, get, getFrameRate, getItem, getURL, getURLParams, getURLPath, green, gridOutput, hex, hour, httpDo, httpGet, httpPost, hue, image, imageMode, int, isLooping, join, keyIsDown, lerp, lerpColor, lightFalloff, lightness, lights, line, loadBytes, loadFont, loadImage, loadJSON, loadModel, loadPixels, loadShader, loadStrings, loadTable, loadXML, log, loop, mag, map, match, matchAll, max, millis, min, minute, model, month, nf, nfc, nfp, nfs, noCanvas, noCursor, noDebugMode, noErase, noFill, noLights, noLoop, noSmooth, noStroke, noTint, noise, noiseDetail, noiseSeed, norm, normalMaterial, orbitControl, ortho, perspective, pixelDensity, plane, point, pointLight, pop, popMatrix, popStyle, pow, print, push, pushMatrix, pushStyle, quad, quadraticVertex, radians, random, randomGaussian, randomSeed, rect, rectMode, red, redraw, registerPromisePreload, removeElements, removeItem, requestPointerLock, resetMatrix, resetShader, resizeCanvas, reverse, rotate, rotateX, rotateY, rotateZ, round, saturation, save, saveCanvas, saveFrames, saveGif, saveJSON, saveJSONArray, saveJSONObject, saveStrings, saveTable, scale, second, select, selectAll, set, setAttributes, setCamera, setFrameRate, setMoveThreshold, setShakeThreshold, shader, shearX, shearY, shininess, shorten, shuffle, sin, smooth, sort, specularColor, specularMaterial, sphere, splice, split, splitTokens, spotLight, sq, sqrt, square, storeItem, str, stroke, strokeCap, strokeJoin, strokeWeight, subset, tan, text, textAlign, textAscent, textDescent, textFont, textLeading, textOutput, textSize, textStyle, textWidth, texture, textureMode, textureWrap, tint, torus, translate, triangle, trim, unchar, unhex, updatePixels, vertex, writeFile, year } = window.p5wrapper;

Unfortunately I haven’t figured out a way to handle properties since they get evaluated as soon as they get destructured and there’s no other way to convince glitch that they exist in the global scope.

1 Like

Check out Global functions - #3 by Johnicholas

2 Likes

Perfect! Thank you so much!

This topic was automatically closed 180 days after the last reply. New replies are no longer allowed.