// This file is adding references to various symbols which should not be removed via tree shaking import { ServiceIdentifier } from './vs/platform/instantiation/common/instantiation'; import { create as create1 } from './vs/base/common/worker/simpleWorker'; import { create as create2 } from './vs/editor/common/services/editorSimpleWorker'; import { SyncDescriptor0, SyncDescriptor1, SyncDescriptor2, SyncDescriptor3, SyncDescriptor4, SyncDescriptor5, SyncDescriptor6, SyncDescriptor7, SyncDescriptor8 } from './vs/platform/instantiation/common/descriptors'; import * as editorAPI from './vs/editor/editor.api'; (function () { var a: any; var b: any; a = (<ServiceIdentifier<any>>b).type; a = create1; a = create2; // injection madness a = (<SyncDescriptor0<any>>b).ctor; a = (<SyncDescriptor0<any>>b).bind; a = (<SyncDescriptor1<any, any>>b).ctor; a = (<SyncDescriptor1<any, any>>b).bind; a = (<SyncDescriptor1<any, any>>b).ctor; a = (<SyncDescriptor1<any, any>>b).bind; a = (<SyncDescriptor2<any, any, any>>b).ctor; a = (<SyncDescriptor2<any, any, any>>b).bind; a = (<SyncDescriptor3<any, any, any, any>>b).ctor; a = (<SyncDescriptor3<any, any, any, any>>b).bind; a = (<SyncDescriptor4<any, any, any, any, any>>b).ctor; a = (<SyncDescriptor4<any, any, any, any, any>>b).bind; a = (<SyncDescriptor5<any, any, any, any, any, any>>b).ctor; a = (<SyncDescriptor5<any, any, any, any, any, any>>b).bind; a = (<SyncDescriptor6<any, any, any, any, any, any, any>>b).ctor; a = (<SyncDescriptor6<any, any, any, any, any, any, any>>b).bind; a = (<SyncDescriptor7<any, any, any, any, any, any, any, any>>b).ctor; a = (<SyncDescriptor7<any, any, any, any, any, any, any, any>>b).bind; a = (<SyncDescriptor8<any, any, any, any, any, any, any, any, any>>b).ctor; a = (<SyncDescriptor8<any, any, any, any, any, any, any, any, any>>b).bind; // exported API a = editorAPI.CancellationTokenSource; a = editorAPI.Emitter; a = editorAPI.KeyCode; a = editorAPI.KeyMod; a = editorAPI.Position; a = editorAPI.Range; a = editorAPI.Selection; a = editorAPI.SelectionDirection; a = editorAPI.MarkerSeverity; a = editorAPI.MarkerTag; a = editorAPI.Uri; a = editorAPI.Token; a = editorAPI.editor; a = editorAPI.languages; })();