Does Snowpack support importing files using a glob pattern? - glob

I am trying import all the files matching a glob pattern using Snowpack:
import allFiles from '../static/posts/**/*.md';
In Rollup you can achieve it with rollup-plugin-glob, is there anything like that in Snowpack ecosystem?

Snowpack has just released support for glob importing in 3.2.1! The syntax mirrors Vite's glob import support, so code like…
const modules = import.meta.glob('./dir/*.js')
would be transformed into the following:
const modules = {
'./dir/foo.js': () => import('./dir/foo.js'),
'./dir/bar.js': () => import('./dir/bar.js')
}

Currently Snowpack doesn't support importing multiple files matching a glob pattern, but there is an open issue to implement this feature, so I guess this will eventually be supported.

Related

How do I import the Three.js Line library as an ES6 module?

I do my development using modern JS (ES6) which means modules.
Although Three.js is available as an ES6 module. The line library - LineSegmentsGeometry, LineGeometry, LineSegments2, etc. - is not.
What are my options here?
You have a couple options.
First and foremost, edit the code.
You're welcome to modify the code, and so you could manually turn it into an ES6 module. You would want to remove any references of THREE, and export anything that was normally attached to that object. You'll also need to import any required core THREE.js components, like Mesh, Vector3, etc.
The way I prefer to do this is to copy the file I'm updating locally, and change references to it. For example:
// local_three_modules/LineSegments2.js
import { Mesh, Vector3, etc. } from "three"
let LineSegments2 = function ( geometry, material ) {
// ...
}
export default LineSegments2
// app.js
import { Mesh, Vector3, etc. } from "three"
import LineSegments2 from "./local_three_overrides/LineSegments2.js"
// and so on...
Your other option is to use a bundler with an export loader.
Webpack (and other bundlers, I'm just more familiar with Webpack) provides a exports-loader which can be used against specific files that don't export anything. For example, you can tell the exports-loader to export THREE from LineSegments2.js. To get webpack involved in this process, you need to tell it to use the loader on the file. You can do this through the webpack configuration, or inline in the code like this:
import THREE from "exports-loader?THREE!./node_modules/three/examples/js/lines/LineSegments2.js"

How to register coffeescript transpiler in ES6 way?

Previously I've been using following in my JS entry points:
require('coffeescript/register');
module.exports = require('./entry.coffee');
What is the corresponding ES6 syntax of this?
Following does not seem to register anyhing.
import 'coffeescript/register';
export * from 'entry.coffee';
Error is:
Cannot find module 'entry.coffee'
Tested on Coffeescript 2.0 beta2.
Update:
Changing path to relative:
import 'coffeescript/register';
export * from './entry.coffee';
finds the entry.coffee, but treats it as JS. Hence, Coffeescript is not handled by transpiler.
You don't need to use coffeescript/register if you're transpiling the CoffeeScript as part of your bundling process (which you need to, if you're using Rollup) — that's just a way to enable Node to run CoffeeScript files without having to first convert them.
Instead, try adding rollup-plugin-coffee-script to your rollup.config.js file.

Using ES6 `import` with CSS/HTML files in Meteor project: bug or feature?

I am currently learning Meteor and I found out something that intrigued me.
I can load HTML and CSS assets from a JS file using the import statement.
import '../imports/hello/myapp.html';
import '../imports/hello/myapp.css';
import * as myApp from '../imports/hello/myapp.js';
This was a surprise to me so I ran to google but could not find this behavior documented in the specification for ES6 import or in Meteor's Docs.
So my questions are:
Can I rely on this behavior to build my apps?
Will my app will break when Meteor gets around to fix it -- if it's a bug --?
Notes
I am using Meteor v1.3, not sure if this works also with previous versions.
You can download the app to see this behavior from Github
After going through the implementation of the built files for my app
I found out why this works.
HTML
Files are read from the file system and their contents added to the global Template object, e.g.,
== myapp.html ==
<body>
<h1>Welcome to Meteor!</h1>
{{> hello}}
</body>
results in the following JS code:
Template.body.addContent((function () {
var view = this;
return [
HTML.Raw("<h1>Welcome to Meteor!</h1>\n\n "),
Spacebars.include(view.lookupTemplate("hello"))
];
}));
Which is wrapped in a function with the name of the file as it's key:
"myapp.html": function (require, exports, module) {
Template.body.addContent((function () {
var view = this;
return [
HTML.Raw("<h1>Welcome to Meteor!</h1>\n\n "),
Spacebars.include(view.lookupTemplate("hello"))];
}));
Meteor.startup(Template.body.renderToDocument);
Template.__checkName("hello");
Template["hello"] = new Template("Template.hello", (
function () {
var view = this;
return [
HTML.Raw("<button>Click Me</button>\n "),
HTML.P("You've pressed the button ",
Blaze.View("lookup:counter",
function () {
return Spacebars.mustache(view.lookup("counter"));
}), " times.")
];
}));
},
So all of our HTML is now pure JS code which will be included by using require like any other module.
CSS
The files are also read from the file system and their contents are embedded also in JS functions, e.g.
== myapp.css ==
/* CSS declarations go here */
body {
background-color: lightblue;
}
Gets transformed into:
"myapp.css": ["meteor/modules", function (require, exports, module) {
module.exports = require("meteor/modules").addStyles("/* CSS declarations go here */\n\nbody {\n background-color: lightblue;\n}\n");
}]
So all of our CSS is also now a JS module that's again imported later on by using require.
Conclusion
All files are in one way or another converted to JS modules that follow similar rules for inclusion as AMD/CommonJS modules.
They will be included/bundled if another module refers to them. And since all of them are transformed to JS code
there's no magic behind the deceitful syntax:
import '../imports/hello/myapp.html';
import '../imports/hello/myapp.css';
They both are transpiled to their equivalent forms with require once the assets have been transformed to JS modules.
Whereas the approach of placing static assets in the imports directory is not mentioned in the official documentation,
this way of importing static assets works.
This seems to be at the core of how Meteor works so I'd bet this functionality is going to be there for a long while.
I don't know if to call this a feature maybe a more appropriate description is unexpected consequence but that would
only be true from the user's perspective, I assume the people who wrote the code understood this would happen and perhaps even
designed it purposely this way.
One of the features in Meteor 1.3 is lazy-loading where you place your files in the /imports folder and will not be evaluated eagerly.
Quote from Meteor Guide:
To fully use the module system and ensure that our code only runs when
we ask it to, we recommend that all of your application code should be
placed inside the imports/ directory. This means that the Meteor build
system will only bundle and include that file if it is referenced from
another file using an import.
So you can lazy load your css files by importing them from the /imports folder. I would say it's a feature.
ES6 export and import functionally are available in Meteor 1.3. You should not be importing HTML and CSS files if you are using Blaze, the current default templating enginge. The import/export functionality is there, but you may be using the wrong approach for building your views.

Lodash Dead Code Removal in ES6

I've been using lodash in my applications and libraries and I've been packaging my applications and libraries with webpack (and UglifyJS).
The problem with this is that when minifying, if you imported lodash in its entirety, UglifyJS doesn't know to remove the functions from lodash that are unused. Clever people have come up with importing just the functions you're going to use from lodash, like so:
var forEach = require('lodash/array/forEach');
This works great and results in a much smaller compiled version of my code. However, it can be very tedious in files that use many parts of lodash.
Can the same effect be achieved using ES6-style imports and Babel's DCE transformer? For example:
import { forEach } from 'lodash';
I'm suspicious since it's importing from the the root of the lodash library and not from the individual function's file like the former example.
Given you are likely using Babel already, I think babel-plugin-lodash can do the trick. It is able to perform transformation from
import lodash from 'lodash';
lodash.map([1, 2, 3], function(x) {
// ...
});
to
import _map from 'lodash/collection/map';
_map([1, 2, 3], function(x) {
// ...
});
IMPORTANT! As mentioned by #reflog at comments, this approach doesn't work with lodash chaining!

How do you namespace a Dart class?

How do you create a namespace for a Dart class? I come from a C# background, where one would just use namespace SampleNamespace { }.
How do you achieve the same in Dart?
Dart doesn't have the concept of namespaces, but instead it has libraries. You can consider a library to be sort of equivalent to a namespace, in that a library can be made of multiple files, and contain multiple classes and functions.
Privacy in Dart is also at the library, rather than the class level (anything prefixed with an underscore is private to that library).
An example of defining a library (using the example of a utilities library:
// utilities.dart
library utilities; // being the first statement in the library file
You can make other files part of the same library by using the part keyword. Part files are only used to help organize your code; you can put all your classes in a single library file, or split them among several part files (or part files and the library file) - it has no effect on the execution. It is stylistic to put the main library file in a parent folder, and part files in a src/ folder.
Expanding the example to show Part files.
// utilities.dart
library utilities;
part "src/string_utils.dart";
part "src/date_utils.dart";
Those part files then link back to the library they are part of by using the part of statement:
// src/string_utils.dart
part of utilities;
// functions and classes
String reverseString(s) => // implementation ....
String _stringBuilder(strings) => // a private (to the library) function,
// indicated by the leading underscore
//... snip other classes and functions
Now that you have a library containing a function, you can make use of that library elsewhere by importing the library:
// my_app.dart;
import "path/to/library/utilities.dart";
main() {
var reversed = reverseString("Foo");
// _stringBulider(["a","b"]); // won't work - this function is
// only visible inside the library
}
If you want to alias your library to avoid clashes (where you might import two libraries, both containing a reverseString() function, you use the as keyword:
// my_app.dart;
import "path/to/library/utilities.dart";
import "some/other/utilities.dart" as your_utils;
main() {
var reversed = reverseString("Foo");
var your_reversed_string = your_utils.reverseString("Bar");
}
The import statement also makes use of packages, as imported by pub, Dart's package manager, so you can also host your library on github or elsewhere, and reference your library as so:
// my_app.dart;
import "package:utilities/utilities.dart";
main() {
var reversed = reverseString("Foo");
}
The pub dependency is defined in a pubspec.yaml file, which tells pub where to find the library. You can find out more at pub.dartlang.org
It is important to note that only the library file can:
contain import statements. Part files cannot.
contain the library keyword. Part files cannot.
contain part files. Part files cannot.
One final point is that a runnable app file can (and is likely to be) a library file, and can also be made of part files
// my_app.dart;
library my_app;
import "package:utilities/utilities.dart";
part "src/edit_ui.dart";
part "src/list_ui.dart";
part "src/foo.dart";
main() {
var reversed = reverseString("Foo");
showEditUi(); // perhaps defined in edit_ui.dart....?
}
The easiest way that I've found to create a namespace in Dart is this:
Say you have the files a.dart and b.dart containing the classes Apple and Banana respectively. Create a file called my_namespace.dart. In this example, it's residing in the same folder as the other two files. Export all the files that you want under your namespace from the my_namespace.dart file:
export 'a.dart';
export 'b.dart';
Then wherever you would like to use the exported code from these two files, use this:
import 'my_namespace.dart' as my_namespace;
// you can now access the classes under the same namespace:
final myApple = my_namespace.Apple();
final myBanana = my_namespace.Banana();
Another way to do this, which removes the need of the intermediary file my_namespace.dart, is to have several import statements with the same alias:
import 'a.dart' as my_namespace;
import 'b.dart' as my_namespace;
// you can once again access the classes under the same namespace:
final myApple = my_namespace.Apple();
final myBanana = my_namespace.Banana();
I prefer the first method because I don't have to repeat the multiple import statements whenever I need to use a class under the namespace.
Of course the imported and exported files do not need to be in the same folder, but having the files under the same namespace in the same folder would probably be more convenient.