Project works fine on localhost but the build gets an issue - javascript

I am working on a Preact-CLI project with a Preact-Router and it works fine on the localhost. But the production doesn't work well after the build.
I have created a one page object which gets its content dynamically from a JSON file (inside the project not external). So I've loaded the same page object 2 times for each different page.
I get the page url (using this.props.permalink) and compare it with the JSONObject.title. If they are the same I want to get the corresponding JSON content to display it on the corrrct page. Works like a charm on localhost, but not in production.
Issue:
Somehow all pages get the content of the first JSON element. First I thought it was a server issue but I was wrong. The builded files are wrong after the prerendering/build. So the prerendered html of page B contains the content of the prerendered page A.
My guess is that during the build this.props.permalink doesn't work. How should I handle this?
Additional info:
I use the prerender function but not the service worker for the build.
Thanks!
UPDATE:
I have rewritten the function. I guessed I needed to set the dynamic content through a loop, so that during the build the compiler loops through it and is able to prerender all the pages.
The iteration and setting the state works, but only the final element of the PrerenderUrls array gets stored. So now all pages gets the JSON content of the first element.
componentWillMount() {
for (var i = 0; i <= PrerenderUrls.length; i++) {
// the code you're looking for
let removeDash = new RegExp("-")
var needle = PrerenderUrls[i].title
var needle1 = needle.replace(removeDash, " ")
alert("1")
// iterate over each element in the array
if (needle1 != "Homepage") {
for (var x = 0; x < Data.length; x++) {
// look for the entry with a matching `code` value
let removeDash = new RegExp("-")
var nodash = Data[x].title.replace(removeDash, " ")
var nocaps = nodash.toLowerCase()
if (nocaps == needle1) {
alert("needle2: "+ needle1 + " nocaps: " + nocaps)
//alert("data "+ Data[x].title)
this.setState({
pageTitle: Data[x].title,
descShort: Data[x].descShort,
description: Data[x].desc,
img: Data[x].img
})
alert("state "+ this.state.pageTitle)
}
}
}
}

From your description it seems you have a standard Javascript closure problem. I noticed you use both let and var. If let is supported, use it instead of var. It will automagically solve your closure issues, because let creates variables with the block scope, instead of a function scope. Otherwise, you can try to replicate how let does it under the hood - throw the variable to the callback function. Something in the lines of:
// ...
for (var x = 0; x < Data.length; x++) {
try { throw x }
catch(iterator) {
this.setState({
pageTitle: Data[iterator].title
});
}
}
PS. It is very difficult to follow your code, when it is so specific to your functionality. You could simplify it, and focus on the troubling issue. Most of the code you provided is not relevant to your problem, but makes us going through it anyway.

Related

Iterate through multiple web pages in JS with sleep in between

I was checking some simple solutions for showing multiple web pages for some dashboard and currently fighting with simple HTML page with javascript inside to achieve what I want to see there.
var urls = new Array();
urls[0] = "https://stackoverflow.com/"
urls[1] = "https://www.google.com"
var arrayLength = urls.length;
for (var i = 0; i < arrayLength; i++) {
window.location.assign(urls[i]);
sleep(3000);
}
function sleep(milliseconds) {
var start = new Date().getTime();
for (var i = 0; i < 1e7; i++) {
if ((new Date().getTime() - start) > milliseconds) {
break;
}
}
}
Currently this page opens only first page (after some time) and looks like it doesn't do iteration trough other pages. Maybe you could help me to make it work? I want to rotate those pages forever on screen (will add some infinite while loop after making this part working).
Currently this page opens only first page (after some time) and looks
like it doesn't do iteration trough other pages.
Once you change your window.location, and go to the first url from the array, you are losing all of your JS code (as it is not present in just opened url any more).
You can do this by installing a chrome plugin (which will not lose your JS after window.location change).
The plugin will run the added JS at DOMContentLoaded (no need to attach any event listener).
I needed also to do this, check things on the page, store some information and move on to the next page. I know, this can be done with Python and other stuff but by doing this it can be done on the FE side also.
I used the localStorage to store my information.
I pasted this into the browser console to prepare all the stuff and clean the localStorage:
// clear the localStorage
localStorage.clear();
// set an array that will keep all our pages to iterate into the localStorage
localStorage.setItem(
"pages",
JSON.stringify([
"https://my-page-1.html",
"https://my-page-2.html",
"https://my-page-3.html",
"https://my-page-4.html",
])
);
// set an array that will keep our findings
localStorage.setItem("resultArray", JSON.stringify([]));
// move to the first page of the iteration
window.location.href = "https://my-page-1.html";
After doing this, I opened the plugin interface and added the following code:
(function check() {
// array saved into the localStorage that contains all the pages to iterate
const pagesArray = JSON.parse(localStorage.getItem("pages"));
// array to store your stuff
const resultArray = JSON.parse(localStorage.getItem("resultArray"));
// whatever you want to check on that page
const myFancyCondition = true;
if (myFancyCondition) {
// push any data to the array so that you can check it later
resultArray.push({
page: pagesArray[0],
message: "I found what I was looking for!",
});
}
//remove the current page from the array
pagesArray.shift();
//reset the array value after the first page was already checked
localStorage.setItem("pages", JSON.stringify(pagesArray));
//store the array data
localStorage.setItem("resultArray", JSON.stringify(resultArray));
// quit if the iteration is over and there are no more pages to check
if(!pagesArray.length) return;
//go to the next page
window.location.href = pagesArray[0];
})();
Then, to check the results you just need to read the data from the localStorage like:
JSON.parse(localStorage.getItem('resultArray'))
I hope this helps :)!

Javascript giving a TypeError variable is undefined for code (photo gallery) run on server. Same code works locally

i'm putting together a personal website as a portfolio and i'm having trouble getting a photo gallery to work. I found a free Javascript gallery (http://ettrics.com/lab/demo/material-photo-gallery/) that I decided to implement. When putting the page together locally, the javascript runs no problem, however when I upload the page to the site (which already has plenty of other javascript running) I get the following error when scrolling on the page, or when trying to 'fullscreen' one of the images by clicking on it:
TypeError: this._fullImgs is undefined
I tried to isolate the issue and found that a line of code was executing differently on the server, than locally, the excerpt is below:
Gallery.prototype._loadFullImgsDone = function() {
var imgLoad = imagesLoaded(this._fullBox);
imgLoad.on('done', function(instance) {
var imgArr = instance.images;
this._fullImgs = [];
this._fullImgDimensions = [];
this._fullImgsTransforms = [];
for (var i = 0, ii = imgArr.length; i < ii; i++) {
var rect = imgArr[i].img.getBoundingClientRect();
this._fullImgs.push(imgArr[i].img);
this._positionFullImgs.call(this, imgArr[i].img, i);
this._fullImgDimensions.push(rect);
}
this._fullImgsLoaded = true;
}.bind(this));
};
I have found that the images are being found from their source location, however
imgLoad.on('done', function(instance) {
...
executes differently. The site is located at http://http://samueller.tech/photo-best.html id anybody would like to see for themselves the error I am getting.
Thanks in advance, i'm at a complete loss of how to fix this.
I'm seeing (on that site) the resizeHandler is getting called before the images are loaded
Gallery.prototype._handleScroll = debounce(function() {
this._resetFullImg.call(this);
}, 25);
Gallery.prototype._handleResize = function() {
this._resetFullImg.call(this);
};
Then this._resetFullImg fails because there are no images loaded yet which is why this._fullImgs is empty. The code seems to have another variable called _fullImgsLoaded and probably the _resetFullImg method should do nothing if images haven't been loaded.
You could try adding that like this:
// in material-photo-gallery.js line 1379
Gallery.prototype._resetFullImg = function() {
if (!this._fullImagesLoaded) {
return
}
this._fullImgsTransforms = [];
for (var i = 0, ii = this._fullImgs.length; i < ii; i++) {
...
I don't know how this will affect the reset of the gallery code, but it might work. It makes some sense that on your production system, the page load time (with extra JS and stuff) is such that these events might get called before things are ready which is something you don't see locally.
good luck.

nodejs: run module in sandbox

I have this turn-based NodeJs gaming app in which developers (anyone) can submit a player-robot. My NodeJS app will load all players and let them play against each other. Because I don't know anything about the code submitted I need to run it inside a sandbox.
For example, the following untrusted code might look like this:
let history = [];
export default class Player {
constructor () {
this.history = [];
}
move (info) {
this.history.push(info);
}
done(result) {
history.push({result: result, history: this.history});
}
}
Now, in my main app I would like to do something like
import Player1 from 'sandbox/player1';
import Player2 from 'sandbox/player2';
....
for (let outer = 0; outer < 10; outer ++) {
let player1 = creeateSandboxedInstance(Player1);
let player2 = creeateSandboxedInstance(Player2);
for(let inner = 0; inner < 1000000; inner ++) {
...
let move1 = player1.move();
let move2 = player2.doMove();
...
}
}
What I would like the sandbox/creeateSandboxedInstance environment to take care of is:
Player class should not give access to the filesystem / internet
Player class should not have access to app global variables
Any state should be reseted (like class variables)
probably more things :)
I think that I should use the vm module. Something like this probably:
var vm = require('vm');
var script = new vm.Script('function move(info){ ... } ...', {conext});
var sandbox = script.runInNewContext();
script.move(..); // or
sandbox.move(..);
However, I cannot get it to work such that I can call the move method. Is something like even possible ?
Don't do this yourself. Use an existing library. There are quite a few issues you have to deal with if you were to write it yourself. For example: How do you handle a user writing a never ending for-loop?
How to run untrusted code serverside?
If you are planning on writing it yourself then yes, you will need the vm module.
By passing in an empty "sandbox" you have removed all global variables.
script.runInNewContext({});
Next you'll need to figure out how you want to handle the never ending for-loop. You'll have to create a new process to handle this scenario. Do you create 1 process to manage ALL untrusted code? If you do then you'll have to kill ALL untrusted code if a single script hangs. Do you create a new process for each untrusted code? If you do then you won't be happy with performance. Creating a new process can take a second or two. You could require the child process to "notify" the main process it's still alive. If it fails to notify within 5 seconds (or whatever your threshold is, kill the process). Note: script.runInNewContext does contain an option that lets you specify a "timeout" (if the code takes longer than X seconds - throw an exception), but the problem with that is it allows async code (according to another Stackoverflow post), although you could defend against that by not introducing setTimeout, setInterval, or setImmediate into the scope. However, even if you set it to 1 second, NO other code can run during that second in that process. So if you have 1000 scripts to run, it could take up to 1000 seconds (16 minutes) to run them all. At least running each in their own process will let them run in parallel.
Here's an example of why the timeout option won't work for you:
var script = new vm.Script('move = function move(info) { for(var i = 0; i < 100000; i++) { console.log(i); } }');
var sandbox = { move: null, console: console };
var result = script.runInNewContext(sandbox, { timeout: 1 });
sandbox.move('woah');
Next you'll need to figure out how to communicate from your main process, into a child process and then into the vm. I'm not going to get into communicating between processes as you can find that pretty easily. So, by calling script.runInNewContext you are executing the code right then and there. Which lets you set global variables:
var script = new vm.Script('move = function move(info) { console.log("test: " + info); }');
var sandbox = { move: null, console: console };
var result = script.runInNewContext(sandbox);
sandbox.move('success');

AngularJS infinite-scroll issue

I'm trying to use infinite-scroll to lazy load images. I'm getting the following error when it's called though:
TypeError: undefined is not a function
at handler (http://onfilm.us/ng-infinite-scroll.js:31:34)
Here's a very watered down look of what I have thus far.
function tagsController($scope) {
$scope.handleClick = function(tags) {
// Parse Tags
$scope.finished_tags = parsed_data;
};
$scope.$emit( 'handleEmit', { tags = $scope.finished_tags; });
};
function imagesController($scope,$http) {
var rows_per = 5;
$scope.$on('handleBroadcast', function(event, args) {
// Sort the images here, put them in matrix
// Example: matrix[row_number] = { picture1, picture2, picture3 }
$scope.data = matrix;
$scope.loadMore();
};
$scope.loadMore() = function() {
var last = $scope.images.length;
for ( var i = 0; i < rows_per; i++ ) {
$scope.images[last + i] = new Array();
$scope.images[last + i] = $scope.data[last + i].slice( 0 );
}
}
}
The rough idea is that the page loads the first time (w/ no tags) and get images from a PHP script. All of them. They are stored, and loadMore() is called which will populate $scope.images with 5 rows of images. It does, and they are loaded.
The line in that script is accessing $window.height and $window.scrollup. I'm still pretty green w/ Javascript, so feel free to lambast me if I'm doing something horribly wrong.
This is the broken version I'm testing with:
http://onfilm.us/test.html
Here is a version before the lazy loading was implemented, if seeing how the tags work will help. I don't think that's the issue here though.
http://onfilm.us/image_index.html
EDIT: I do think this is a problem w/ the ng-infinite-scroll.js script. The error is on line 31 (of version 1.0.0). It's telling me:
TypeError: undefined is not a function
It doesn't like $window apparently.
My JS Kung Fu is not really equipped to say why. YOu can see a literal copy/paste job from the simple demo here (with the error) onfilm.us/scroll2.html
By refering your site, It appears at first instance that your HTML-markup is not appropriate. You should move infinite-scroll to the parent of ng-repeat directive so that it will not make overlapping calls for each row generated. Please visit http://binarymuse.github.io/ngInfiniteScroll/demo_basic.html

onClick replace /segment/ of img src path with one of number of values

No idea what I'm doing or why it isn't working. Clearly not using the right method and probably won't use the right language to explain the problem..
Photogallery... Trying to have a single html page... it has links to images... buttons on the page 'aim to' modify the path to the images by finding the name currently in the path and replacing it with the name of the gallery corresponding to the button the user clicked on...
example:
GALLERY2go : function(e) {
if(GalleryID!="landscapes")
{
var find = ''+ findGalleryID()+'';
var repl = "landscapes";
var page = document.body.innerHTML;
while (page.indexOf(find) >= 0) {
var i = page.indexOf(find);
var j = find.length;
page = page.substr(0,i) + repl + page.substr(i+j);
document.body.innerHTML = page;
var GalleryID = "landscapes";
}
}
},
There's a function higher up the page to get var find to take the value of var GalleryID:
var GalleryID = "portfolio";
function findGalleryID() {
return GalleryID
}
Clearly the first varGalleryID is global (t'was there to set a default value should I have been able to find a way of referring to it onLoad) and the one inside the function is cleared at the end of the function (I've read that much). But I don't know what any of this means.
The code, given its frailties or otherwise ridiculousness, actually does change all of the image links (and absolutely everything else called "portfolio") in the html page - hence "portfolio" becomes "landscapes"... the path to the images changes and they all update... As a JavaScript beginner I was pretty chuffed to see it worked. But you can't click on another gallery button because it's stuck in a loop of some sort. In fact, after you click the button you can't click on anything else and all of the rest of the JavaScript functionality is buggered. Perhaps I've introduced some kind of loop it never exits. If you click on portfolio when you're in portfolio you crash the browser! Anyway I'm well aware that 'my cobbled together solution' is not how it would be done by someone with any experience in writing code. They'd probably use something else with a different name that takes another lifetime to learn. I don't think I can use getElement by and refer to the class/id name and parse the filename [using lots of words I don't at all understand] because of the implications on the other parts of the script. I've tried using a div wrapper and code to launch a child html doc and that come in without disposing of the existing content or talking to the stylesheet. I'm bloody lost and don't even know where to start looking next.
The point is... And here's a plea... If any of you do reply, I fear you will reply without the making the assumption that you're talking to someone who really hasn't got a clue what AJAX and JQuery and PHP are... I have searched forums; I don't understand them. Please bear that in mind.
I'll take a stab at updating your function a bit. I recognize that a critique of the code as it stands probably won't help you solve your problem.
var currentGallery = 'landscape';
function ChangeGallery(name) {
var imgs = document.getElementsByTagName("img") // get all the img tags on the page
for (var i = 0; i < imgs.length; i++) { // loop through them
if (imgs[i].src.indexOf(currentGallery) >= 0) { // if this img tag's src contains the current gallery
imgs[i].src = imgs[i].src.replace(currentGallery, name);
}
}
currentGallery = name;
}
As to why I've done what I've done - you're correct in that the scope of the variables - whether the whole page, or only the given function, knows about it, is mixed in your given code. However, another potential problem is that if you replace everything in the html that says 'landscape' with 'portfolio', it could potentially change non-images. This code only finds images, and then replaces the src only if it contains the given keyword.

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