Using data returned from Firebase fetch Javascript - javascript

Web dev novice here. I'm using Firebase as my backend, and I have a situation where I need to query the DB for one value and use that returned value to match in another query to the same DB.
Here is my code:
function dataLoad() {
var valueThatINeedToUseElsewhere
userReference.on('value',function(users){
var currentUser = firebase.auth().currentUser.uid
users.forEach(function(user){
if(user.key === currentUser) {
valueThatINeedToUseElsewhere = user.val().userName
console.log(valueThatINeedToUseElsewhere)
}
})
})
console.log(valueThatINeedToUseElsewhere)
}
The console.log inside the IF condition logs the correct value. However, the last console.log above does not log anything, despite the variable name being declared outside the 'on' function. Why is this happening? And how can I actually use the data outside the 'on' function? I need to use it to perform a similar IF condition in another data retrieval operation.
Thanks!

You're likely trying to do something like this now:
var valueThatINeedToUseElsewhere;
dataLoad();
doSomethingWith(valueThatINeedToUseElsewhere);
Unfortunately this doesn't work, since (as Doug says) the data is loaded from Firebase asynchronously. By the time you're trying to use valueThatINeedToUseElsewhere, the value hasn't been loaded yet.
Why this doesn't work, the one-three-two test
It's easiest to see this if you place a few log statements like this:
console.log("Before starting to load value")
userReference.on('value',function(users){
console.log("Loaded value")
})
console.log("After starting to load value")
When you run this code, it prints:
Before starting to load value
After starting to load value
Loaded value
That is probably not the order that you expected. But it perfectly explains why you can't use valueThatINeedToUseElsewhere when you try: it hasn't been loaded yet.
Reframing the problem
The best way I've found for dealing with this situation is to reframe the problem. Your current code is written with the logic of "first we load the value, then we do something with the value". For asynchronous loading it's better to frame it as "first start loading the data. once the data has started loading, do something with it".
In code that look like:
function dataLoad() {
userReference.once('value',function(users){
var currentUser = firebase.auth().currentUser.uid
users.forEach(function(user){
if(user.key === currentUser) {
var valueThatINeedToUseElsewhere = user.val().userName
doSomethingWith(valueThatINeedToUseElsewhere)
}
})
})
}
As you'll see, we've moved the code that needs the data into the callback that fires when the data is available. That way you can be guaranteed the data is available when you call doSomethingWith. I also changed the code to use once, which (as Doug said) is better for your use-case.
There are two more steps to take, both to improve the flexibility and performance of your code.
Passing in a function that is called once the data is loaded
First off: with this last update, the call to doSomethingWith is hard-coded, which means that dataLoad() and doSomethingWith are closely tied together. It's often better to keep them more separate. To do that, we can pass in a so-called callback function into dataLoad that it then calls when it has loaded the data. This is very similar to what once() does already. Let's see that in practice:
function dataLoad(callback) {
userReference.once('value',function(users){
var currentUser = firebase.auth().currentUser.uid
users.forEach(function(user){
if(user.key === currentUser) {
var valueThatINeedToUseElsewhere = user.val().userName
callback(valueThatINeedToUseElsewhere)
}
})
})
}
Not too different. But now you can invoke dataLoad like this:
dataLoad(doSomethingWith);
And with that doSomethingWith will be called with the data, once the data has been loaded.
Loading the data by its key
The final change is an optimization. Your current code is loading all users, while you only need one and know their key. It's much more efficient to only load that specific user, with:
function dataLoad(callback) {
var currentUser = firebase.auth().currentUser.uid
userReference.child(currentUser).once('value',function(users){
var valueThatINeedToUseElsewhere = user.val().userName
callback(valueThatINeedToUseElsewhere)
})
}

on() is asychronous and returns immediately, which means your console log is going to show an undefined value. The callback you pass to on() is only going to run when results are available, and there's no guarantee how quickly that will happen. You should only use a value from an asynchronous call after it finishes - don't try to make your code block until some async call is finished.
Also consider using once() instead of on() if you only need the value at a location a single time. You can use its returned promise to chain some additional work after it loads the data you want. It is also asynchronous (as is all other methods that return a promise).
To learn more about why Firebase APIs are asynchronous, and what that means for your app, read this blog.

Related

Problem of another method runs before the firebase method finishes reactjs

First of all, this lambda works at the click of a button. When I press the button as I refresh the page, I get an "undefined" message from the console. but when I wait for a short while (without refreshing the page) and click the button again, I can see the value I expected on the console. For this, I thought of using sleep function, but I don't want to use it. Can I solve this with a mechanism used in multi-thread programs like lock/synchronized?
and importantly, what is the reason for this?
Note that: I'm new to react and web development.
Code;
const handleAddCarPark = () => {
var dbRef = fire.database().ref("foo/bar/qux");
var newParkID;
var copy_count;
dbRef.child("count").on("value", snapshot => {
newParkID = parseInt(snapshot.val()) + 1000000;
copy_count = parseInt(snapshot.val());
});
console.log(newParkID);
}
on() is asynchronous and returns immediately. The callback will be invoked some time later when the query is complete, and again every time the data changes.
In JavaScript, there is only one thread. There is no need for locking or multithreading techniques. All code and callbacks are invoked on the single thread.
Your code should expect to only use the results of the query from inside the callback that you pass to on().
If you intend to only query a single time without listening for results that could change over time, you should be using once() instead of on(). once() is also asynchronous, and returns a promise with the results of the query. You should learn how to use these promises, as they are how you primarily handle asynchronous results in JavaScript.

Is there a way to get the actual timestamp when using firebase.database.ServerValue.TIMESTAMP?

This question is about the javascript client.
I have code that goes something like this:
const localEvents = [];
const fbEvents = firebase.database().ref("myevents");
fbEvents.on("child_added", function(snapshot) {
const e = snapshot.val();
localEvents.push(e);
});
function createEvent(e) {
e.time = firebase.database.ServerValue.TIMESTAMP;
fbEvents.push(e);
}
After calling createEvent({}), it appears that entries in my localEvents list have time values which are not equal to the actual entries in the database (the client guesses the timestamp and calls the child_added handler before it's actually done a roundtrip to the server). Is there any way to avoid this, and/or is there any way to get a callback when the actual value of the time is known?
It's not possible, using only the snapshot in the listener, to determine if the timestamp comes from the server or is guessed locally.
What you can do instead is use the promise returned from fbEvents.push(e) to determine when the write actually succeeds. A resolved promise which means it was definitely written to Firebase. The listener callback you get after that will contain the server's updated value.
(Note that with Firestore it is possible to determine if a document was fully written to the server or not. Just not with Realtime Database.)

Data retrival and assignment in Reactjs

I am running Reactjs and mongdb.
In Reactjs, once user selects the value, I am sending that into mongob
addTodo(event) {
event.preventDefault();
var roomID = this.state.selectedRoomID;
console.log(RoomID); //This value is printed correctly
const { mongodb } = this.props;
mongodb.db("attendance")
.collection("MasterDB").find({"RoomID": roomID}).asArray()
.then(MasterDB => {
this.setState({ MasterDB }); console.log("inside"+this.state.MasterDB.length);
});
console.log("outside"+this.state.MasterDB.length)
a) Here first console.log is printing correctly.
b) when ever I do find with roomID=1 explicitly the Query method is working.
whenever I keep roomID=this.state.selectedRoomID;.
Query is not working because roomID is not getting any value.
I am not sure why it is not getting that value.
c) When I execute I see,
console.log(outside) is printed first and than
console.logg(inside) is printed.
As this is sequential, I am expecting the order other way.
is there a way I can make
sure first the lookup in mongodb happens first that is (console.log(inside) is printed first followed by
console.log(outside)?
I see this as issue with reactjs the way I am sending the variables
I need to look at the code when selectedRoomID is set to figure out why it is not getting any value.
As for the code to execute synchronously, either use Promises or Async/Await. That should help you run the code in the way you want it.
For example, in the code you posted, if you put the console log statement inside the then function, it should work fine. Or you can make the whole mongodb command a promise and wait for it to finish before proceeding further.

Hold on callback function execution until promise is completed

I have some third party library whose events I'm listening. I get a chance to modify data which that library is going to append in the UI. It is all fine until that data modification is synchronous. As soon as I involve Ajax callbacks/promises, this fails to work. Let me put an example to show case the problem.
Below is how I'm listening to a event:-
d.on('gotResults', function (data) {
// If alter data directly it works fine.
data.title = 'newTitle';
// Above code alters the text correctly.
//I want some properties to be grabbed from elsewhere so I make an Ajax call.
$.ajax('http://someurl...', {data.id}, function (res) {
data.someProperty = res.thatProperty;
});
// Above code doesn't wait for ajax call to complete, it just go away and
renders page without data change.
// Yes I tried promises but doesn't help
return fetch('http://someurl...').then(function (data) {
data.someProperty = res.thatProperty;
return true;
});
// Above code also triggers the url and gets away. Doesn't wait for then to complete.
});
I cannot change/alter the third party library. All I have is to listen to event and alter that data.
Any better solutions. Nope. I can't use async/wait, generators, because I want to have it supported for ES5 browsers.
You cannot make a synchronous function wait for an asynchronous response, it's simply not possible by definition. Your options pretty much are:
BAD IDEA: Make a synchronous AJAX request. Again: BAD IDEA. Not only will this block the entire browser, it is also a deprecated practice and should not be used in new code, or indeed ever.
Fetch the asynchronous data first and store it locally, so it's available synchronously when needed. That obviously only works if you have an idea what data you'll be needing ahead of time.
Alter the 3rd party library to add support for asynchronous callbacks, or request that of the vendor.
Find some hackaround where you'll probably let the library work with incomplete data first and then update it when the asynchronous data is available. That obviously depends a lot on the specifics of that library and the task being done.
Does the gotResults callback function really need to return anything else than true? If not, then you could just write regular asynchronous code without this library knowing about it. Let me explain myself by rewriting your pseudocode:
d.on('gotResults', function (data) {
// If alter data directly it works fine.
data.title = 'newTitle';
// Above code alters the text correctly.
//I want some properties to be grabbed from elsewhere so I make an Ajax call.
$.ajax('http://someurl...', {data.id}, function (res) {
data.someProperty = res.thatProperty;
// Above code doesn't wait for ajax call to complete, it just go away and
// EDIT: now it should render properly
renders page without data change.
// Yes I tried promises but doesn't help
return fetch('http://someurl...');
// Above code also triggers the url and gets away. Doesn't wait for then to complete.
}).then(function (data) {
data.someProperty = res.thatProperty;
// maybe render again here?
}).catch(function(err) {
handleError(err); // handle errors so the don't disappear silently
});
return true; // this line runs before any of the above asynchronous code but do we care?
});

Returning Chrome storage API value without function

For the past two days I have been working with chrome asynchronous storage. It works "fine" if you have a function. (Like Below):
chrome.storage.sync.get({"disableautoplay": true}, function(e){
console.log(e.disableautoplay);
});
My problem is that I can't use a function with what I'm doing. I want to just return it, like LocalStorage can. Something like:
var a = chrome.storage.sync.get({"disableautoplay": true});
or
var a = chrome.storage.sync.get({"disableautoplay": true}, function(e){
return e.disableautoplay;
});
I've tried a million combinations, even setting a public variable and setting that:
var a;
window.onload = function(){
chrome.storage.sync.get({"disableautoplay": true}, function(e){
a = e.disableautoplay;
});
}
Nothing works. It all returns undefined unless the code referencing it is inside the function of the get, and that's useless to me. I just want to be able to return a value as a variable.
Is this even possible?
EDIT: This question is not a duplicate, please allow me to explain why:
1: There are no other posts asking this specifically (I spent two days looking first, just in case).
2: My question is still not answered. Yes, Chrome Storage is asynchronous, and yes, it does not return a value. That's the problem. I'll elaborate below...
I need to be able to get a stored value outside of the chrome.storage.sync.get function. I -cannot- use localStorage, as it is url specific, and the same values cannot be accessed from both the browser_action page of the chrome extension, and the background.js. I cannot store a value with one script and access it with another. They're treated separately.
So my only solution is to use Chrome Storage. There must be some way to get the value of a stored item and reference it outside the get function. I need to check it in an if statement.
Just like how localStorage can do
if(localStorage.getItem("disableautoplay") == true);
There has to be some way to do something along the lines of
if(chrome.storage.sync.get("disableautoplay") == true);
I realize it's not going to be THAT simple, but that's the best way I can explain it.
Every post I see says to do it this way:
chrome.storage.sync.get({"disableautoplay": true, function(i){
console.log(i.disableautoplay);
//But the info is worthless to me inside this function.
});
//I need it outside this function.
Here's a tailored answer to your question. It will still be 90% long explanation why you can't get around async, but bear with me — it will help you in general. I promise there is something pertinent to chrome.storage in the end.
Before we even begin, I will reiterate canonical links for this:
After calling chrome.tabs.query, the results are not available
(Chrome specific, excellent answer by RobW, probably easiest to understand)
Why is my variable unaltered after I modify it inside of a function? - Asynchronous code reference (General canonical reference on what you're asking for)
How do I return the response from an asynchronous call?
(an older but no less respected canonical question on asynchronous JS)
You Don't Know JS: Async & Performance (ebook on JS asynchronicity)
So, let's discuss JS asynchonicity.
Section 1: What is it?
First concept to cover is runtime environment. JavaScript is, in a way, embedded in another program that controls its execution flow - in this case, Chrome. All events that happen (timers, clicks, etc.) come from the runtime environment. JavaScript code registers handlers for events, which are remembered by the runtime and are called as appropriate.
Second, it's important to understand that JavaScript is single-threaded. There is a single event loop maintained by the runtime environment; if there is some other code executing when an event happens, that event is put into a queue to be processed when the current code terminates.
Take a look at this code:
var clicks = 0;
someCode();
element.addEventListener("click", function(e) {
console.log("Oh hey, I'm clicked!");
clicks += 1;
});
someMoreCode();
So, what is happening here? As this code executes, when the execution reaches .addEventListener, the following happens: the runtime environment is notified that when the event happens (element is clicked), it should call the handler function.
It's important to understand (though in this particular case it's fairly obvious) that the function is not run at this point. It will only run later, when that event happens. The execution continues as soon as the runtime acknowledges 'I will run (or "call back", hence the name "callback") this when that happens.' If someMoreCode() tries to access clicks, it will be 0, not 1.
This is what called asynchronicity, as this is something that will happen outside the current execution flow.
Section 2: Why is it needed, or why synchronous APIs are dying out?
Now, an important consideration. Suppose that someMoreCode() is actually a very long-running piece of code. What will happen if a click event happened while it's still running?
JavaScript has no concept of interrupts. Runtime will see that there is code executing, and will put the event handler call into the queue. The handler will not execute before someMoreCode() finishes completely.
While a click event handler is extreme in the sense that the click is not guaranteed to occur, this explains why you cannot wait for the result of an asynchronous operation. Here's an example that won't work:
element.addEventListener("click", function(e) {
console.log("Oh hey, I'm clicked!");
clicks += 1;
});
while(1) {
if(clicks > 0) {
console.log("Oh, hey, we clicked indeed!");
break;
}
}
You can click to your heart's content, but the code that would increment clicks is patiently waiting for the (non-terminating) loop to terminate. Oops.
Note that this piece of code doesn't only freeze this piece of code: every single event is no longer handled while we wait, because there is only one event queue / thread. There is only one way in JavaScript to let other handlers do their job: terminate current code, and let the runtime know what to call when something we want occurs.
This is why asynchronous treatment is applied to another class of calls that:
require the runtime, and not JS, to do something (disk/network access for example)
are guaranteed to terminate (whether in success or failure)
Let's go with a classic example: AJAX calls. Suppose we want to load a file from a URL.
Let's say that on our current connection, the runtime can request, download, and process the file in the form that can be used in JS in 100ms.
On another connection, that's kinda worse, it would take 500ms.
And sometimes the connection is really bad, so runtime will wait for 1000ms and give up with a timeout.
If we were to wait until this completes, we would have a variable, unpredictable, and relatively long delay. Because of how JS waiting works, all other handlers (e.g. UI) would not do their job for this delay, leading to a frozen page.
Sounds familiar? Yes, that's exactly how synchronous XMLHttpRequest works. Instead of a while(1) loop in JS code, it essentially happens in the runtime code - since JavaScript cannot let other code execute while it's waiting.
Yes, this allows for a familiar form of code:
var file = get("http://example.com/cat_video.mp4");
But at a terrible, terrible cost of everything freezing. A cost so terrible that, in fact, the modern browsers consider this deprecated. Here's a discussion on the topic on MDN.
Now let's look at localStorage. It matches the description of "terminating call to the runtime", and yet it is synchronous. Why?
To put it simply: historical reasons (it's a very old specification).
While it's certainly more predictable than a network request, localStorage still needs the following chain:
JS code <-> Runtime <-> Storage DB <-> Cache <-> File storage on disk
It's a complex chain of events, and the whole JS engine needs to be paused for it. This leads to what is considered unacceptable performance.
Now, Chrome APIs are, from ground up, designed for performance. You can still see some synchronous calls in older APIs like chrome.extension, and there are calls that are handled in JS (and therefore make sense as synchronous) but chrome.storage is (relatively) new.
As such, it embraces the paradigm "I acknowledge your call and will be back with results, now do something useful meanwhile" if there's a delay involved with doing something with runtime. There are no synchronous versions of those calls, unlike XMLHttpRequest.
Quoting the docs:
It's [chrome.storage] asynchronous with bulk read and write operations, and therefore faster than the blocking and serial localStorage API.
Section 3: How to embrace asynchronicity?
The classic way to deal with asynchronicity are callback chains.
Suppose you have the following synchronous code:
var result = doSomething();
doSomethingElse(result);
Suppose that, now, doSomething is asynchronous. Then this becomes:
doSomething(function(result) {
doSomethingElse(result);
});
But what if it's even more complex? Say it was:
function doABunchOfThings() {
var intermediate = doSomething();
return doSomethingElse(intermediate);
}
if (doABunchOfThings() == 42) {
andNowForSomethingCompletelyDifferent()
}
Well.. In this case you need to move all this in the callback. return must become a call instead.
function doABunchOfThings(callback) {
doSomething(function(intermediate) {
callback(doSomethingElse(intermediate));
});
}
doABunchOfThings(function(result) {
if (result == 42) {
andNowForSomethingCompletelyDifferent();
}
});
Here you have a chain of callbacks: doABunchOfThings calls doSomething immediately, which terminates, but sometime later calls doSomethingElse, the result of which is fed to if through another callback.
Obviously, the layering of this can get messy. Well, nobody said that JavaScript is a good language.. Welcome to Callback Hell.
There are tools to make it more manageable, for example Promises and async/await. I will not discuss them here (running out of space), but they do not change the fundamental "this code will only run later" part.
Section TL;DR: I absolutely must have the storage synchronous, halp!
Sometimes there are legitimate reasons to have a synchronous storage. For instance, webRequest API blocking calls can't wait. Or Callback Hell is going to cost you dearly.
What you can do is have a synchronous cache of the asynchronous chrome.storage. It comes with some costs, but it's not impossible.
Consider:
var storageCache = {};
chrome.storage.sync.get(null, function(data) {
storageCache = data;
// Now you have a synchronous snapshot!
});
// Not HERE, though, not until "inner" code runs
If you can put ALL your initialization code in one function init(), then you have this:
var storageCache = {};
chrome.storage.sync.get(null, function(data) {
storageCache = data;
init(); // All your code is contained here, or executes later that this
});
By the time code in init() executes, and afterwards when any event that was assigned handlers in init() happens, storageCache will be populated. You have reduced the asynchronicity to ONE callback.
Of course, this is only a snapshot of what storage looks at the time of executing get(). If you want to maintain coherency with storage, you need to set up updates to storageCache via chrome.storage.onChanged events. Because of the single-event-loop nature of JS, this means the cache will only be updated while your code doesn't run, but in many cases that's acceptable.
Similarly, if you want to propagate changes to storageCache to the real storage, just setting storageCache['key'] is not enough. You would need to write a set(key, value) shim that BOTH writes to storageCache and schedules an (asynchronous) chrome.storage.sync.set.
Implementing those is left as an exercise.
Make the main function "async" and make a "Promise" in it :)
async function mainFuction() {
var p = new Promise(function(resolve, reject){
chrome.storage.sync.get({"disableautoplay": true}, function(options){
resolve(options.disableautoplay);
})
});
const configOut = await p;
console.log(configOut);
}
Yes, you can achieve that using promise:
let getFromStorage = keys => new Promise((resolve, reject) =>
chrome.storage.sync.get(...keys, result => resolve(result)));
chrome.storage.sync.get has no returned values, which explains why you would get undefined when calling something like
var a = chrome.storage.sync.get({"disableautoplay": true});
chrome.storage.sync.get is also an asynchronous method, which explains why in the following code a would be undefined unless you access it inside the callback function.
var a;
window.onload = function(){
chrome.storage.sync.get({"disableautoplay": true}, function(e){
// #2
a = e.disableautoplay; // true or false
});
// #1
a; // undefined
}
If you could manage to work this out you will have made a source of strange bugs. Messages are executed asynchronously which means that when you send a message the rest of your code can execute before the asychronous function returns. There is not guarantee for that since chrome is multi-threaded and the get function may delay, i.e. hdd is busy.
Using your code as an example:
var a;
window.onload = function(){
chrome.storage.sync.get({"disableautoplay": true}, function(e){
a = e.disableautoplay;
});
}
if(a)
console.log("true!");
else
console.log("false! Maybe undefined as well. Strange if you know that a is true, right?");
So it will be better if you use something like this:
chrome.storage.sync.get({"disableautoplay": true}, function(e){
a = e.disableautoplay;
if(a)
console.log("true!");
else
console.log("false! But maybe undefined as well");
});
If you really want to return this value then use the javascript storage API. This stores only string values so you have to cast the value before storing and after getting it.
//Setting the value
localStorage.setItem('disableautoplay', JSON.stringify(true));
//Getting the value
var a = JSON.stringify(localStorage.getItem('disableautoplay'));
var a = await chrome.storage.sync.get({"disableautoplay": true});
This should be in an async function. e.g. if you need to run it at top level, wrap it:
(async () => {
var a = await chrome.storage.sync.get({"disableautoplay": true});
})();

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