radare/radare2-webui

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www/p/lib/js/panels/hex_panel.js

Summary

Maintainability
F
5 days
Test Coverage

Implied eval. Consider passing a function instead of a string.
Open

        setTimeout('r2ui._hex.rbox.focus();', 200);
Severity: Minor
Found in www/p/lib/js/panels/hex_panel.js by eslint

Disallow Implied eval() (no-implied-eval)

It's considered a good practice to avoid using eval() in JavaScript. There are security and performance implications involved with doing so, which is why many linters (including ESLint) recommend disallowing eval(). However, there are some other ways to pass a string and have it interpreted as JavaScript code that have similar concerns.

The first is using setTimeout(), setInterval() or execScript() (Internet Explorer only), both of which can accept a string of JavaScript code as their first argument. For example:

setTimeout("alert('Hi!');", 100);

This is considered an implied eval() because a string of JavaScript code is passed in to be interpreted. The same can be done with setInterval() and execScript(). Both interpret the JavaScript code in the global scope. For both setTimeout() and setInterval(), the first argument can also be a function, and that is considered safer and is more performant:

setTimeout(function() {
    alert("Hi!");
}, 100);

The best practice is to always use a function for the first argument of setTimeout() and setInterval() (and avoid execScript()).

Rule Details

This rule aims to eliminate implied eval() through the use of setTimeout(), setInterval() or execScript(). As such, it will warn when either function is used with a string as the first argument.

Examples of incorrect code for this rule:

/*eslint no-implied-eval: "error"*/

setTimeout("alert('Hi!');", 100);

setInterval("alert('Hi!');", 100);

execScript("alert('Hi!')");

window.setTimeout("count = 5", 10);

window.setInterval("foo = bar", 10);

Examples of correct code for this rule:

/*eslint no-implied-eval: "error"*/

setTimeout(function() {
    alert("Hi!");
}, 100);

setInterval(function() {
    alert("Hi!");
}, 100);

When Not To Use It

If you want to allow setTimeout() and setInterval() with string arguments, then you can safely disable this rule.

Related Rules

File hex_panel.js has 352 lines of code (exceeds 250 allowed). Consider refactoring.
Open

// HEXDUMP PANEL
var HexPanel = function() {
    this.block = 1024;
    this.base = 'entry0';
    this.first = 0;
Severity: Minor
Found in www/p/lib/js/panels/hex_panel.js - About 4 hrs to fix

    Function 'handle_hex_double_click' has too many statements (42). Maximum allowed is 30.
    Open

    function handle_hex_double_click(inEvent) {
    Severity: Minor
    Found in www/p/lib/js/panels/hex_panel.js by eslint

    enforce a maximum number of statements allowed in function blocks (max-statements)

    The max-statements rule allows you to specify the maximum number of statements allowed in a function.

    function foo() {
      var bar = 1; // one statement
      var baz = 2; // two statements
      var qux = 3; // three statements
    }

    Rule Details

    This rule enforces a maximum number of statements allowed in function blocks.

    Options

    This rule has a number or object option:

    • "max" (default 10) enforces a maximum number of statements allows in function blocks

    Deprecated: The object property maximum is deprecated; please use the object property max instead.

    This rule has an object option:

    • "ignoreTopLevelFunctions": true ignores top-level functions

    max

    Examples of incorrect code for this rule with the default { "max": 10 } option:

    /*eslint max-statements: ["error", 10]*/
    /*eslint-env es6*/
    
    function foo() {
      var foo1 = 1;
      var foo2 = 2;
      var foo3 = 3;
      var foo4 = 4;
      var foo5 = 5;
      var foo6 = 6;
      var foo7 = 7;
      var foo8 = 8;
      var foo9 = 9;
      var foo10 = 10;
    
      var foo11 = 11; // Too many.
    }
    
    let foo = () => {
      var foo1 = 1;
      var foo2 = 2;
      var foo3 = 3;
      var foo4 = 4;
      var foo5 = 5;
      var foo6 = 6;
      var foo7 = 7;
      var foo8 = 8;
      var foo9 = 9;
      var foo10 = 10;
    
      var foo11 = 11; // Too many.
    };

    Examples of correct code for this rule with the default { "max": 10 } option:

    /*eslint max-statements: ["error", 10]*/
    /*eslint-env es6*/
    
    function foo() {
      var foo1 = 1;
      var foo2 = 2;
      var foo3 = 3;
      var foo4 = 4;
      var foo5 = 5;
      var foo6 = 6;
      var foo7 = 7;
      var foo8 = 8;
      var foo9 = 9;
      var foo10 = 10;
      return function () {
    
        // The number of statements in the inner function does not count toward the
        // statement maximum.
    
        return 42;
      };
    }
    
    let foo = () => {
      var foo1 = 1;
      var foo2 = 2;
      var foo3 = 3;
      var foo4 = 4;
      var foo5 = 5;
      var foo6 = 6;
      var foo7 = 7;
      var foo8 = 8;
      var foo9 = 9;
      var foo10 = 10;
      return function () {
    
        // The number of statements in the inner function does not count toward the
        // statement maximum.
    
        return 42;
      };
    }

    ignoreTopLevelFunctions

    Examples of additional correct code for this rule with the { "max": 10 }, { "ignoreTopLevelFunctions": true } options:

    /*eslint max-statements: ["error", 10, { "ignoreTopLevelFunctions": true }]*/
    
    function foo() {
      var foo1 = 1;
      var foo2 = 2;
      var foo3 = 3;
      var foo4 = 4;
      var foo5 = 5;
      var foo6 = 6;
      var foo7 = 7;
      var foo8 = 8;
      var foo9 = 9;
      var foo10 = 10;
      var foo11 = 11;
    }

    Related Rules

    • [complexity](complexity.md)
    • [max-depth](max-depth.md)
    • [max-len](max-len.md)
    • [max-nested-callbacks](max-nested-callbacks.md)
    • [max-params](max-params.md) Source: http://eslint.org/docs/rules/

    Function handle_hex_double_click has 55 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

    function handle_hex_double_click(inEvent) {
        // handle offset seek
        if ($(inEvent.target).hasClass('hexaddr')) {
            var address = get_address_from_class(inEvent.target, 'hexaddr');
            console.log(address);
    Severity: Major
    Found in www/p/lib/js/panels/hex_panel.js - About 2 hrs to fix

      Function 'scroll_to_hexaddress' has a complexity of 9.
      Open

      function scroll_to_hexaddress(address, pos) {
      Severity: Minor
      Found in www/p/lib/js/panels/hex_panel.js by eslint

      Limit Cyclomatic Complexity (complexity)

      Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

      function a(x) {
          if (true) {
              return x; // 1st path
          } else if (false) {
              return x+1; // 2nd path
          } else {
              return 4; // 3rd path
          }
      }

      Rule Details

      This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

      Examples of incorrect code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else if (false) {
              return x+1;
          } else {
              return 4; // 3rd path
          }
      }

      Examples of correct code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else {
              return 4;
          }
      }

      Options

      Optionally, you may specify a max object property:

      "complexity": ["error", 2]

      is equivalent to

      "complexity": ["error", { "max": 2 }]

      Deprecated: the object property maximum is deprecated. Please use the property max instead.

      When Not To Use It

      If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

      Further Reading

      Related Rules

      • [max-depth](max-depth.md)
      • [max-len](max-len.md)
      • [max-nested-callbacks](max-nested-callbacks.md)
      • [max-params](max-params.md)
      • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

      Function 'handle_hex_double_click' has a complexity of 9.
      Open

      function handle_hex_double_click(inEvent) {
      Severity: Minor
      Found in www/p/lib/js/panels/hex_panel.js by eslint

      Limit Cyclomatic Complexity (complexity)

      Cyclomatic complexity measures the number of linearly independent paths through a program's source code. This rule allows setting a cyclomatic complexity threshold.

      function a(x) {
          if (true) {
              return x; // 1st path
          } else if (false) {
              return x+1; // 2nd path
          } else {
              return 4; // 3rd path
          }
      }

      Rule Details

      This rule is aimed at reducing code complexity by capping the amount of cyclomatic complexity allowed in a program. As such, it will warn when the cyclomatic complexity crosses the configured threshold (default is 20).

      Examples of incorrect code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else if (false) {
              return x+1;
          } else {
              return 4; // 3rd path
          }
      }

      Examples of correct code for a maximum of 2:

      /*eslint complexity: ["error", 2]*/
      
      function a(x) {
          if (true) {
              return x;
          } else {
              return 4;
          }
      }

      Options

      Optionally, you may specify a max object property:

      "complexity": ["error", 2]

      is equivalent to

      "complexity": ["error", { "max": 2 }]

      Deprecated: the object property maximum is deprecated. Please use the property max instead.

      When Not To Use It

      If you can't determine an appropriate complexity limit for your code, then it's best to disable this rule.

      Further Reading

      Related Rules

      • [max-depth](max-depth.md)
      • [max-len](max-len.md)
      • [max-nested-callbacks](max-nested-callbacks.md)
      • [max-params](max-params.md)
      • [max-statements](max-statements.md) Source: http://eslint.org/docs/rules/

      Function on_hex_scroll has 38 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

      function on_hex_scroll() {
          if (!r2ui._hex.scrolling) {
              r2ui._hex.scrolling = true;
              var scroll_offset = $('#center_panel').scrollTop();
              var top_offset = $('.hexoffset').height() - $('#center_panel').height();
      Severity: Minor
      Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

        Function selectRange has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring.
        Open

        function selectRange() {
            $('span.dword').removeClass('autohighlighti');
            if (r2ui._hex.dragEnd + 1 < r2ui._hex.dragStart) { // reverse select
                var cells = $('span.dword').slice(r2ui._hex.dragEnd, r2ui._hex.dragStart + 1).addClass('autohighlighti');
                for (var i in cells) {
        Severity: Minor
        Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

        Cognitive Complexity

        Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

        A method's cognitive complexity is based on a few simple rules:

        • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
        • Code is considered more complex for each "break in the linear flow of the code"
        • Code is considered more complex when "flow breaking structures are nested"

        Further reading

        Function handle_hex_double_click has a Cognitive Complexity of 12 (exceeds 5 allowed). Consider refactoring.
        Open

        function handle_hex_double_click(inEvent) {
            // handle offset seek
            if ($(inEvent.target).hasClass('hexaddr')) {
                var address = get_address_from_class(inEvent.target, 'hexaddr');
                console.log(address);
        Severity: Minor
        Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

        Cognitive Complexity

        Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

        A method's cognitive complexity is based on a few simple rules:

        • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
        • Code is considered more complex for each "break in the linear flow of the code"
        • Code is considered more complex when "flow breaking structures are nested"

        Further reading

        Function hex_menu_to_console has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring.
        Open

        function hex_menu_to_console() {
            value = '';
            if (r2ui._hex.dragEnd > -1 && r2ui._hex.dragStart > -1) {
                if (r2ui._hex.dragEnd + 1 < r2ui._hex.dragStart) { // reverse select
                    var cells = $('span.dword').slice(r2ui._hex.dragEnd, r2ui._hex.dragStart + 1).addClass('autohighlighti');
        Severity: Minor
        Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

        Cognitive Complexity

        Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

        A method's cognitive complexity is based on a few simple rules:

        • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
        • Code is considered more complex for each "break in the linear flow of the code"
        • Code is considered more complex when "flow breaking structures are nested"

        Further reading

        Function handleInputHexChange has a Cognitive Complexity of 10 (exceeds 5 allowed). Consider refactoring.
        Open

        function handleInputHexChange() {
            if (r2ui._hex.renaming !== null && r2ui._hex.rbox.value.length > 0) {
                var value = r2ui._hex.rbox.value;
                value = value.match(/^[0-9a-f]{0,4}$/gi);
                if (value === null) {
        Severity: Minor
        Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

        Cognitive Complexity

        Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

        A method's cognitive complexity is based on a few simple rules:

        • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
        • Code is considered more complex for each "break in the linear flow of the code"
        • Code is considered more complex when "flow breaking structures are nested"

        Further reading

        Function on_hex_scroll has a Cognitive Complexity of 10 (exceeds 5 allowed). Consider refactoring.
        Open

        function on_hex_scroll() {
            if (!r2ui._hex.scrolling) {
                r2ui._hex.scrolling = true;
                var scroll_offset = $('#center_panel').scrollTop();
                var top_offset = $('.hexoffset').height() - $('#center_panel').height();
        Severity: Minor
        Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

        Cognitive Complexity

        Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

        A method's cognitive complexity is based on a few simple rules:

        • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
        • Code is considered more complex for each "break in the linear flow of the code"
        • Code is considered more complex when "flow breaking structures are nested"

        Further reading

        Function render_hexdump has 26 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

        function render_hexdump(lines) {
            r2ui._hex.scrolling = true;
            var hexoffset = '<div class=\'hexoffset\'><div><div>';
            var hexdump = '<div class=\'hexdump\' style=\'color: white;\'>';
            var hextext = '<div class=\'hextext\'>';
        Severity: Minor
        Found in www/p/lib/js/panels/hex_panel.js - About 1 hr to fix

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

                      for (var i in cells) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

              for (var l in lines) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          Unnecessary semicolon.
          Open

          };
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow unnecessary semicolons (no-extra-semi)

          Typing mistakes and misunderstandings about where semicolons are required can lead to semicolons that are unnecessary. While not technically an error, extra semicolons can cause confusion when reading code.

          Rule Details

          This rule disallows unnecessary semicolons.

          Examples of incorrect code for this rule:

          /*eslint no-extra-semi: "error"*/
          
          var x = 5;;
          
          function foo() {
              // code
          };

          Examples of correct code for this rule:

          /*eslint no-extra-semi: "error"*/
          
          var x = 5;
          
          var foo = function() {
              // code
          };

          When Not To Use It

          If you intentionally use extra semicolons then you can disable this rule.

          Related Rules

          Expected '===' and instead saw '=='.
          Open

                  return (e.button == 2);
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          Unexpected alert.
          Open

                      alert('Not in write mode');
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Disallow Use of Alert (no-alert)

          JavaScript's alert, confirm, and prompt functions are widely considered to be obtrusive as UI elements and should be replaced by a more appropriate custom UI implementation. Furthermore, alert is often used while debugging code, which should be removed before deployment to production.

          alert("here!");

          Rule Details

          This rule is aimed at catching debugging code that should be removed and popup UI elements that should be replaced with less obtrusive, custom UIs. As such, it will warn when it encounters alert, prompt, and confirm function calls which are not shadowed.

          Examples of incorrect code for this rule:

          /*eslint no-alert: "error"*/
          
          alert("here!");
          
          confirm("Are you sure?");
          
          prompt("What's your name?", "John Doe");

          Examples of correct code for this rule:

          /*eslint no-alert: "error"*/
          
          customAlert("Something happened!");
          
          customConfirm("Are you sure?");
          
          customPrompt("Who are you?");
          
          function foo() {
              var alert = myCustomLib.customAlert;
              alert();
          }

          Related Rules

          'cells' is already defined.
          Open

                      var cells = $('span.dword').slice(r2ui._hex.dragStart, r2ui._hex.dragEnd + 1);
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

                      for (var offset in new_lines) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

                      for (var i in cells) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          'new_lines' is already defined.
          Open

                      var new_lines = get_hexdump(r2ui._hex.last - 16);
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          Unexpected alert.
          Open

                      alert('Invalid dword');
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Disallow Use of Alert (no-alert)

          JavaScript's alert, confirm, and prompt functions are widely considered to be obtrusive as UI elements and should be replaced by a more appropriate custom UI implementation. Furthermore, alert is often used while debugging code, which should be removed before deployment to production.

          alert("here!");

          Rule Details

          This rule is aimed at catching debugging code that should be removed and popup UI elements that should be replaced with less obtrusive, custom UIs. As such, it will warn when it encounters alert, prompt, and confirm function calls which are not shadowed.

          Examples of incorrect code for this rule:

          /*eslint no-alert: "error"*/
          
          alert("here!");
          
          confirm("Are you sure?");
          
          prompt("What's your name?", "John Doe");

          Examples of correct code for this rule:

          /*eslint no-alert: "error"*/
          
          customAlert("Something happened!");
          
          customConfirm("Are you sure?");
          
          customPrompt("Who are you?");
          
          function foo() {
              var alert = myCustomLib.customAlert;
              alert();
          }

          Related Rules

          Expected '===' and instead saw '=='.
          Open

                  return (e.which == 3);
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          'cells' is already defined.
          Open

                  var cells = $('span.dword').slice(r2ui._hex.dragStart, r2ui._hex.dragEnd + 1);
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          Expected '===' and instead saw '=='.
          Open

                          var dword = cells[i].className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

                  for (var i in line.text) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          Expected '===' and instead saw '=='.
          Open

                          var dword = cells[i].className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          'i' is already defined.
          Open

                  for (var i in cells) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          Expected '===' and instead saw '=='.
          Open

              var dword = element.className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          'offset' is already defined.
          Open

                      for (var offset in new_lines) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          'dword' is already defined.
          Open

                          var dword = cells[i].className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          Unnecessary semicolon.
          Open

          };
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow unnecessary semicolons (no-extra-semi)

          Typing mistakes and misunderstandings about where semicolons are required can lead to semicolons that are unnecessary. While not technically an error, extra semicolons can cause confusion when reading code.

          Rule Details

          This rule disallows unnecessary semicolons.

          Examples of incorrect code for this rule:

          /*eslint no-extra-semi: "error"*/
          
          var x = 5;;
          
          function foo() {
              // code
          };

          Examples of correct code for this rule:

          /*eslint no-extra-semi: "error"*/
          
          var x = 5;
          
          var foo = function() {
              // code
          };

          When Not To Use It

          If you intentionally use extra semicolons then you can disable this rule.

          Related Rules

          Expected '===' and instead saw '=='.
          Open

                  if (x['core']['mode'].indexOf('w') == -1) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          Expected '===' and instead saw '=='.
          Open

                  var dword = inEvent.target.className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

                      for (var offset in r2ui._hex.lines) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          The body of a for-in should be wrapped in an if statement to filter unwanted properties from the prototype.
          Open

                  for (var i in line.dwords) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require Guarding for-in (guard-for-in)

          Looping over objects with a for in loop will include properties that are inherited through the prototype chain. This behavior can lead to unexpected items in your for loop.

          for (key in foo) {
              doSomething(key);
          }

          Note that simply checking foo.hasOwnProperty(key) is likely to cause an error in some cases; see [no-prototype-builtins](no-prototype-builtins.md).

          Rule Details

          This rule is aimed at preventing unexpected behavior that could arise from using a for in loop without filtering the results in the loop. As such, it will warn when for in loops do not filter their results with an if statement.

          Examples of incorrect code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              doSomething(key);
          }

          Examples of correct code for this rule:

          /*eslint guard-for-in: "error"*/
          
          for (key in foo) {
              if (Object.prototype.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
              if ({}.hasOwnProperty.call(foo, key)) {
                  doSomething(key);
              }
          }

          Related Rules

          • [no-prototype-builtins](no-prototype-builtins.md)

          Further Reading

          'i' is already defined.
          Open

                      for (var i in cells) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          Expected '===' and instead saw '=='.
          Open

              else if (pos == 'bottom') offset = 0;
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          Expected '===' and instead saw '=='.
          Open

                          var dword = inEvent.target.className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          'i' is already defined.
          Open

                  for (var i in line.text) {
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          'offset_dec' is already defined.
          Open

                      var offset_dec = parseInt(line.offset, 16);
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          disallow variable redeclaration (no-redeclare)

          In JavaScript, it's possible to redeclare the same variable name using var. This can lead to confusion as to where the variable is actually declared and initialized.

          Rule Details

          This rule is aimed at eliminating variables that have multiple declarations in the same scope.

          Examples of incorrect code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          var a = 10;

          Examples of correct code for this rule:

          /*eslint no-redeclare: "error"*/
          
          var a = 3;
          // ...
          a = 10;

          Options

          This rule takes one optional argument, an object with a boolean property "builtinGlobals". It defaults to false. If set to true, this rule also checks redeclaration of built-in globals, such as Object, Array, Number...

          builtinGlobals

          Examples of incorrect code for the { "builtinGlobals": true } option:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          
          var Object = 0;

          Examples of incorrect code for the { "builtinGlobals": true } option and the browser environment:

          /*eslint no-redeclare: ["error", { "builtinGlobals": true }]*/
          /*eslint-env browser*/
          
          var top = 0;

          The browser environment has many built-in global variables (for example, top). Some of built-in global variables cannot be redeclared. Source: http://eslint.org/docs/rules/

          Expected '!==' and instead saw '!='.
          Open

                  if (typeof e.preventDefault != 'undefined') { e.preventDefault(); }
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          Expected '===' and instead saw '=='.
          Open

              if (pos == 'top') offset = $('#center_panel').height();
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js by eslint

          Require === and !== (eqeqeq)

          It is considered good practice to use the type-safe equality operators === and !== instead of their regular counterparts == and !=.

          The reason for this is that == and != do type coercion which follows the rather obscure Abstract Equality Comparison Algorithm. For instance, the following statements are all considered true:

          • [] == false
          • [] == ![]
          • 3 == "03"

          If one of those occurs in an innocent-looking statement such as a == b the actual problem is very difficult to spot.

          Rule Details

          This rule is aimed at eliminating the type-unsafe equality operators.

          Examples of incorrect code for this rule:

          /*eslint eqeqeq: "error"*/
          
          if (x == 42) { }
          
          if ("" == text) { }
          
          if (obj.getStuff() != undefined) { }

          The --fix option on the command line automatically fixes some problems reported by this rule. A problem is only fixed if one of the operands is a typeof expression, or if both operands are literals with the same type.

          Options

          always

          The "always" option (default) enforces the use of === and !== in every situation (except when you opt-in to more specific handling of null [see below]).

          Examples of incorrect code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a == b
          foo == true
          bananas != 1
          value == undefined
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          Examples of correct code for the "always" option:

          /*eslint eqeqeq: ["error", "always"]*/
          
          a === b
          foo === true
          bananas !== 1
          value === undefined
          typeof foo === 'undefined'
          'hello' !== 'world'
          0 === 0
          true === true
          foo === null

          This rule optionally takes a second argument, which should be an object with the following supported properties:

          • "null": Customize how this rule treats null literals. Possible values:
            • always (default) - Always use === or !==.
            • never - Never use === or !== with null.
            • ignore - Do not apply this rule to null.

          smart

          The "smart" option enforces the use of === and !== except for these cases:

          • Comparing two literal values
          • Evaluating the value of typeof
          • Comparing against null

          Examples of incorrect code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          // comparing two variables requires ===
          a == b
          
          // only one side is a literal
          foo == true
          bananas != 1
          
          // comparing to undefined requires ===
          value == undefined

          Examples of correct code for the "smart" option:

          /*eslint eqeqeq: ["error", "smart"]*/
          
          typeof foo == 'undefined'
          'hello' != 'world'
          0 == 0
          true == true
          foo == null

          allow-null

          Deprecated: Instead of using this option use "always" and pass a "null" option property with value "ignore". This will tell eslint to always enforce strict equality except when comparing with the null literal.

          ["error", "always", {"null": "ignore"}]

          When Not To Use It

          If you don't want to enforce a style for using equality operators, then it's safe to disable this rule. Source: http://eslint.org/docs/rules/

          Similar blocks of code found in 2 locations. Consider refactoring.
          Open

          function scroll_to_hexaddress(address, pos) {
              if (address === undefined || address === null) return;
              var offset = 0;
              if (pos == 'top') offset = $('#center_panel').height();
              else if (pos == 'bottom') offset = 0;
          Severity: Major
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 1 day to fix
          www/p/lib/js/panels/disasm_panel.js on lines 260..273

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 224.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

          Identical blocks of code found in 2 locations. Consider refactoring.
          Open

          function highlight_dword(inEvent) {
              if ($(inEvent.target).hasClass('dword')) {
                  var dword = inEvent.target.className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
                  $('.autohighlighti').removeClass('autohighlighti');
                  $('.' + dword).addClass('autohighlighti');
          Severity: Major
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 4 hrs to fix
          www/p/lib/js/panels/hex_panel.js on lines 117..123

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 118.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

          Identical blocks of code found in 2 locations. Consider refactoring.
          Open

                  $('.dword').click(function(inEvent) {
                      if ($(inEvent.target).hasClass('dword')) {
                          var dword = inEvent.target.className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
                          $('.autohighlighti').removeClass('autohighlighti');
                          $('.' + dword).addClass('autohighlighti');
          Severity: Major
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 4 hrs to fix
          www/p/lib/js/panels/hex_panel.js on lines 362..368

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 118.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

          Identical blocks of code found in 2 locations. Consider refactoring.
          Open

                  for (var i in cells) {
                      if (cells[i].className !== undefined) {
                          var dword = cells[i].className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
                          $('.' + dword).addClass('autohighlighti');
                      }
          Severity: Major
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 3 hrs to fix
          www/p/lib/js/panels/hex_panel.js on lines 238..243

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 108.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

          Identical blocks of code found in 2 locations. Consider refactoring.
          Open

                  for (var i in cells) {
                      if (cells[i].className !== undefined) {
                          var dword = cells[i].className.split(' ').filter(function(x) { return x.substr(0, 'dword_'.length) == 'dword_'; });
                          $('.' + dword).addClass('autohighlighti');
                      }
          Severity: Major
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 3 hrs to fix
          www/p/lib/js/panels/hex_panel.js on lines 246..251

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 108.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

          Identical blocks of code found in 2 locations. Consider refactoring.
          Open

                  var cells = $('span.dword').slice(r2ui._hex.dragEnd, r2ui._hex.dragStart + 1).addClass('autohighlighti');
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 45 mins to fix
          www/p/lib/js/panels/hex_panel.js on lines 55..55

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 50.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

          Identical blocks of code found in 2 locations. Consider refactoring.
          Open

                      var cells = $('span.dword').slice(r2ui._hex.dragEnd, r2ui._hex.dragStart + 1).addClass('autohighlighti');
          Severity: Minor
          Found in www/p/lib/js/panels/hex_panel.js and 1 other location - About 45 mins to fix
          www/p/lib/js/panels/hex_panel.js on lines 237..237

          Duplicated Code

          Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

          Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

          When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

          Tuning

          This issue has a mass of 50.

          We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

          The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

          If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

          See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

          Refactorings

          Further Reading

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