NodeJS require with asynch functions when synch is wanted - javascript

I have the following code
var utils = require(`${__dirname}/../../utils/utils.js`);
...
let object = utils.parse(input);
if (object === undefined){
let helper = utils.recognize(input);
msg.channel.sendMessage("\"" + input + "\" not recognized. Did you mean \"" + helper[0] + "\"?");
object = utils.parse(helper[0]);
}
//code related to object
console.log(object.strLength);
where "parse" tries to match the input to an object in a database, and "recognize" tries to find the best match if the input is spelled incorrectly (Levenshtein) (along with additional info such as how close the match was).
Currently the issue is that the code is ran asynchronously; "object.strLength" returns an undefined before utils.recognize() returns a value. If I copy/paste the recognize() and parse() functions into the file, then the code is run synchronously and I do not run into any issues. However I would rather keep those functions in a separate file as I reuse them in other files.
Is there a way to specify that the functions in utils must be synch? I know that there are libraries that convert asynch into synch but I prefer to use as few libraries as I can help it. I tried to have the recognize functions return a Promise but it ended up as a jumbled mess
edit: here's parse. I did not think it was necessary to answer this question so I did not include it initially:
var db = require(`${__dirname}/../data/database.js`);
...
var parse = (input) => {
let output = db[output];
if (output === null) {
Object.keys(db).forEach((item) => {
if (db[item].num === parseInt(input) || (db[item].color + db[item].type === input)){
output = db[item];
return false;
}
});
}
return output;
}

I solved the issue, thanks everyone. Here's what was wrong, it was with recognize(). It was my mistake to not show the code for it initially.
Original recognize:
var recognize = (item) => {
//iterate through our databases and get a best fit
let bestItem = null;
let bestScore = 99999; //arbitrary large number
//let bestType = null;
//found algorithm online by milot-mirdita
var levenshtein = function(a, b) {
if (a.length == 0) { return b.length; }
if (b.length == 0) { return a.length; }
// swap to save some memory O(min(a,b)) instead of O(a)
if(a.length > b.length) {
let tmp = a;
a = b;
b = tmp;
}
let row = [];
for(let i = 0; i <= a.length; i++) {
row[i] = i;
}
for (let i = 1; i <= b.length; i++) {
let prev = i;
for (let j = 1; j <= a.length; j++) {
let val;
if (b.charAt(i-1) == a.charAt(j-1)) {
val = row[j-1]; // match
} else {
val = Math.min(row[j-1] + 1, // substitution
prev + 1, // insertion
row[j] + 1); // deletion
}
row[j - 1] = prev;
prev = val;
}
row[a.length] = prev;
}
return row[a.length];
}
//putting this here would make the code work
//console.log("hi");
Object.keys(db).forEach((key) => {
if (levenshtein(item, key) < bestScore) {
bestItem = key;
bestScore = levenshtein(item, key);
}
});
return [bestItem, bestScore];
}
My solution was to move the levenshtein function outside of the recognize function, so if I wanted to I can call levenshtein from another function
#user949300 and #Robert Moskal, I changed the forEach loop into a let...in loop. There is no functional difference (as far as I can tell) but the code does look cleaner.
#Thomas, I fixed the let output = db[output]; issue, oops.
Again, thanks for all of your help, I appreciate it. And happy New Year too

Related

JS crashes sometimes with Timer scramble

My Javascript timer is for people with a rubiks cube with generates a scramble (nevermind all this, but just to tell you I'm generating after each solve a new scramble will be generated) and my scrambles do actually have a while (true) statement. So that does crash my script, but it 95/100 times stops just before the script crashes but I don't wanna have any times.
Let me explain a bit more detailed about the problem.
Problem: javascript crashes because my script takes too long to generate a scramble.
Below you have 3 functions I use.
This function generates a scramble with the Fisher-Yates shuffle.
Timer.prototype.generateScramble = function(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
};
This function validates the input e.g. I receive an array as the following:
Here I only have to check the first character. That's why I use the seconds [ ] notation. I don't want people get an F with an F2 e.g.
var scr = ["F","R","U","B","L","D","F2","R2","U2","B2","L2","D2","F'","R'","U'","B'","L'","D'"]
Timer.prototype.validateScramble2 = function(array) {
var last = array.length-1;
for (var i = 0; i < array.length-1; i++) {
if (array[i][0] == array[i+1][0]) {
return false;
}
}
for (var i = 0; i < array.length-2; i++) {
if (array[i][0] == array[i+2][0]) {
return false;
}
}
if (array[0][0] == [last][0]) {
return false;
}
return true;
};
The above functions are just waiting to be called. Well in the function below I use them.
Timer.prototype.updateScramble2 = function(scrambleArr, len, type) {
var self = this;
var scramble = '', j, updatedArr = [];
while (updatedArr.length < len) {
j = (Math.floor(Math.random() * scrambleArr.length));
updatedArr.push(scrambleArr[j]);
}
while (!self.validateScramble2(updatedArr)) {
updatedArr = self.generateScramble(updatedArr);
}
for (var i = 0; i < updatedArr.length; i++) {
scramble += updatedArr[i] + ' ';
}
scrambleDiv.innerHTML = scramble;
};
I assume you guys understand it but let me explain it briefly.
The first while-loop adds a random value from the given array(scrambleArr) into a new array called updatedArr.
The next while-loop calls the validateScramble2() function if there isn't in an array F next to an F2.
The for-loop adds them into a new variable added with a whitespace and then later we show the scramble in the div: scrambleDiv.innerHTML = scramble;
What do I need know after all this information?
Well I wanna know why my updateScramble2() functions lets my browser crash every time and what I do wrong and how I should do it.
I'm not entirely sure I understand the question, but from the way your code looks, I think you have an infinite loop going on. It appears as if validateScramble2 always returns false which causes your second loop in updateScramble2 to perpetually run.
I suggest you insert a breakpoint in your code and inspect the values. You could also insert debugger; statements in your code, works the same way. Open dev tools prior to doing these.
A suggestion is instead of using loops, use a timer. This breaks up your loop into asynchronous iterations rather than synchronous. This allows the browser breathing space for other operations. Here's an example of a forEachAsync:
function forEachAsync(array, callback){
var i = 0;
var timer = setInterval(function(){
callback.call(null, array[i]);
if(++i >= array.length) clearInterval(timer);
}, 0);
}
forEachAsync([1,2,4], function(item){
console.log(item);
});
You can take this further and use Promises instead of callbacks.

How to pick a random property from an object without repeating after multiple calls?

I'm trying to pick a random film from an object containing film objects. I need to be able to call the function repeatedly getting distinct results until every film has been used.
I have this function, but it doesn't work because the outer function returns with nothing even if the inner function calls itself because the result is not unique.
var watchedFilms = [];
$scope.watchedFilms = watchedFilms;
var getRandomFilm = function(movies) {
var moviesLength = Object.keys(movies).length;
function doPick() {
var pick = pickRandomProperty(movies);
var distinct = true;
for (var i = 0;i < watchedFilms.length; i += 1) {
if (watchedFilms[i]===pick.title) {
distinct = false;
if (watchedFilms.length === moviesLength) {
watchedFilms = [];
}
}
}
if (distinct === true) {
watchedFilms.push(pick.title);
return pick;
}
if (distinct === false) {
console.log(pick.title+' has already been picked');
doPick();
}
};
return doPick();
}
T.J. Crowder already gave a great answer, however I wanted to show an alternative way of solving the problem using OO.
You could create an object that wraps over an array and makes sure that a random unused item is returned everytime. The version I created is cyclic, which means that it infinitely loops over the collection, but if you want to stop the cycle, you can just track how many movies were chosen and stop once you reached the total number of movies.
function CyclicRandomIterator(list) {
this.list = list;
this.usedIndexes = {};
this.displayedCount = 0;
}
CyclicRandomIterator.prototype.next = function () {
var len = this.list.length,
usedIndexes = this.usedIndexes,
lastBatchIndex = this.lastBatchIndex,
denyLastBatchIndex = this.displayedCount !== len - 1,
index;
if (this.displayedCount === len) {
lastBatchIndex = this.lastBatchIndex = this.lastIndex;
usedIndexes = this.usedIndexes = {};
this.displayedCount = 0;
}
do index = Math.floor(Math.random() * len);
while (usedIndexes[index] || (lastBatchIndex === index && denyLastBatchIndex));
this.displayedCount++;
usedIndexes[this.lastIndex = index] = true;
return this.list[index];
};
Then you can simply do something like:
var randomMovies = new CyclicRandomIterator(Object.keys(movies));
var randomMovie = movies[randomMovies.next()];
Note that the advantage of my implementation if you are cycling through items is that the same item will never be returned twice in a row, even at the beginning of a new cycle.
Update: You've said you can modify the film objects, so that simplifies things:
var getRandomFilm = function(movies) {
var keys = Object.keys(movies);
var keyCount = keys.length;
var candidate;
var counter = keyCount * 2;
// Try a random pick
while (--counter) {
candidate = movies[keys[Math.floor(Math.random() * keyCount)]];
if (!candidate.watched) {
candidate.watched = true;
return candidate;
}
}
// We've done two full count loops and not found one, find the
// *first* one we haven't watched, or of course return null if
// they've all been watched
for (counter = 0; counter < keyCount; ++counter) {
candidate = movies[keys[counter]];
if (!candidate.watched) {
candidate.watched = true;
return candidate;
}
}
return null;
}
This has the advantage that it doesn't matter if you call it with the same movies object or not.
Note the safety valve. Basically, as the number of watched films approaches the total number of films, our odds of picking a candidate at random get smaller. So if we've failed to do that after looping for twice as many iterations as there are films, we give up and just pick the first, if any.
Original (which doesn't modify film objects)
If you can't modify the film objects, you do still need the watchedFilms array, but it's fairly simple:
var watchedFilms = [];
$scope.watchedFilms = watchedFilms;
var getRandomFilm = function(movies) {
var keys = Object.keys(movies);
var keyCount = keys.length;
var candidate;
if (watchedFilms.length >= keyCount) {
return null;
}
while (true) {
candidate = movies[keys[Math.floor(Math.random() * keyCount)]];
if (watchedFilms.indexOf(candidate) === -1) {
watchedFilms.push(candidate);
return candidate;
}
}
}
Note that like your code, this assumes getRandomFilm is called with the same movies object each time.

Find variable value

I have some inputs in my app: <_input code/> + <_input code/> = <_input code/>.
Let's imagine first input name is a, appropriately second and third inputs' names are b and c. I filled my inputs:
7 + x = 12
Is there any way to calculate x value?
What do I want from my script:
It finds variable in inputs' values.
It checks all fields of my form filled properly.
It finds variable in inputs' values.
From given information script calculates value of variable.
How many inputs will be doesn't matter. I just want to find value of x. Is there any library to do this?
function calculcateA(b,c){
return c-b;
}
if(inputA === 'x'){
alert(calculateA(inputB,inputC));
}
And so on... there is nothing wrong with this functions, but I want to automate this proccess like WolframAplha.
The best thing for you, I guess would be to find some library for solving equations. If you are in need to solve bigger sets of equations then maybe something related to linear algebra.
Can't really tell you an exact solution so you will have to search for yourself.
Here is some code that should solve the problem.
function calculate() {
var varIndex = -1;
//Ensure that at least two three arguements are passed
if (arguments.length < 3) {
throw "You need at least three parameters to make an equation";
}
//Make sure that there is only one variable
for (var i = 0; i < arguments.length; i++) {
if (isNaN(arguments[i])) {
if (varIndex != -1) {
throw "You can't have two variables";
return;
}
varIndex = i;
}
}
//If variable has been found
if (varIndex != -1) {
var answer = 0;
//If variable is at the last position, add all constants
if (varIndex == types.length - 1) {
for (var j = 0; j < arguments.length - 1; j++) {
answer = answer + j;
}
} else {
//Otherwise Deduct all values from the last
answer = arguments[arguments.length - 1];
for (var k = 0; k < arguments.length - 1; k++) {
if (k == varIndex) { continue; }
answer = answer - j;
}
}
//Return Result
return { variable: arguments[varIndex], answer: answer };
}
else {
throw "You need at least one variable";
return;
}
}
You would use the above as follows:
var a = document.querySelector("input[name=a]");
var b = document.querySelector("input[name=b]");
var c = document.querySelector("input[name=c]");
var calcBtn = document.getElementById("calculate");
calcBtn.addEventListener("click", function () {
try {
var result = calculate(a.value, b.value, c.value);
console.log("The value of " + result.variable + " is " + result.answer);
} catch (e) {
console.log(e);
}
});

JQuery Click event crashes program with no console errors

EDIT**
In a game I am creating I use the next question button to move onto other questions in the grid if the user is having trouble with the current one. At the moment I have had real problems with it as it keeps on crashing my program, and not giving any console errors. The last problem I had with it was that it said "too much recursion". Since then I thought I had sorted the problem, but I have just done a few tests and it crashes every time.
This is the click event for the button...
//Next question click event
$('.next-question').bind("click", function() {
$('td').removeClass('highlight-problem');
shuffleEqually(listOfWords);
shuffleEqually(nextWordIndexes);
var rndWord = nextWordIndexes[Math.floor(Math.random())];
var rndWord = nextWordIndexes[2];
//Adds and removes nesesary classes
$('td[data-word="' + listOfWords[rndWord].name + '"]').addClass('highlight-problem');
$('td[data-word=' + word + ']').removeClass('wrong-letter').removeClass('wrong-word').removeClass('right-letter');
var spellSpace = $('td[data-word="' + listOfWords[rndWord].name + '"]').hasClass('right-word');
if (spellSpace) {
$('.next-question').trigger('click');
} else {
$("#hintSound").attr('src', listOfWords[rndWord].audio);
hintSound.play();
$("#hintPic").attr('src', listOfWords[rndWord].pic);
$('#hintPicTitle').attr('title', listOfWords[rndWord].hint);
}
});
I think it may have something to do with the if statement, but have tried changing it to this..
if (spellSpace == false) {
$("#hintSound").attr('src', listOfWords[rndWord].audio);
hintSound.play();
$("#hintPic").attr('src', listOfWords[rndWord].pic);
$('#hintPicTitle').attr('title', listOfWords[rndWord].hint);
}
and it makes it even worse
ShuffleEqually:
//Shuffles words to randomize
shuffleEqually(nextWordIndexes);
var shuffledWords = [];
shuffledWords = chosenWords.sort(function () {
return 0.5 - Math.random();
});
function shuffleEqually(a1, a2) {
var arrays = [];
if (typeof a1 === 'object' && a1.length > 0) {
arrays.push(a1);
}
if (typeof a2 === 'object' && a2.length > 0) {
arrays.push(a2);
}
var minLength = arrays[0].length;
jQuery.each(arrays, function (i, a) {
minLength = a.length < minLength ? a.length : minLength;
});
var randoms = [];
for (i = 0; i < minLength; i++) {
randoms.push(Math.random());
}
jQuery.each(arrays, function (i, a) {
var i = minLength;
while (i--) {
var p = parseInt(randoms[i] * minLength);
var t = a[i];
a[i] = a[p];
a[p] = t;
}
});
};
Hint sound:
var hintSound = $("#hintSound")[0];
Your issue is an infinite loop, plain and simple.
$('.next-question').bind("click", function() {
// binds click...
...
if (spellSpace) {
$('.next-question').trigger('click');
// triggers click ON THE SAME ELEMENT COLLECTION (same selector)
You want to refine this. I assume you want the trigger to work on the next question, so I suggest changing the second statement to:
$(".next-question").eq(($(".next-question").index($(this)) + 1) % $(".next-question").length).trigger("click");
You have a second infinite loop in shuffleEqually:
jQuery.each(arrays, function (i, a) {
var i = minLength;
while (i--) {
var p = parseInt(randoms[i] * minLength);
var t = a[i];
a[i] = a[p];
a[p] = t;
}
Change the while condition to have a limiting value, or it will loop endlessly (as a decrement operation always succeeds).

What is the fastest way to check whether a specific UserID exists in the array using Jquery or Javascript

I have an array of objects gAllMedicalFilesClaimantsArray with 2 properties (UserID & UserInfo)
For example:
gAllMedicalFilesClaimantsArray[0].UserID = "111";
gAllMedicalFilesClaimantsArray[0].UserInfo = "AAA-111";
gAllMedicalFilesClaimantsArray[1].UserID = "222";
gAllMedicalFilesClaimantsArray[1].UserInfo = "BDD-478333";
What is the fastest way to check whether a specific UserID exists in the array using Jquery or Javascript because gAllMedicalFilesClaimantsArray has got 8000 records?
Thanks
var match = '222';
var matches = $.grep(myArray, function(el, index) {
return (el.UserID === match);
});
You can fasten the search process by using Binary Search algorithm if the array is sorted (e.g with respect to UserId).
function binarySearch(array, userid) {
var low = 0, high = array.length - 1,
i, comparison;
while (low <= high) {
i = parseInt((low + high) / 2, 10);
if (array[i].UserId < userid) { low = i + 1; continue; };
if (array[i].UserId > userid) { high = i - 1; continue; };
return array[i];
}
return null;
};
You can find the user of which ID is 12 by using the function:
var result = binarySearch(gAllMedicalFilesClaimantsArray, 12);
Something like this, I believe:
function exists(uid) {
var k = gAllMedicalFilesClaimantsArray.length;
uid = uid.toString(); // ensure the arg is a str (this can be omitted)
while (k--) {
if (gAllMedicalFilesClaimantsArray[k].UserID === uid) {
return true;
}
}
return false;
}
Is the array sorted by the UserID? If so, it can be improved either further by using a binary search; that would change this from O(n) to O(log n). Your example suggests it is. I found a good implementation of a binary search in JavaScript on the web, here. Here is the code if the site ever dies:
function binarySearch(items, value){
var startIndex = 0,
stopIndex = items.length - 1,
middle = Math.floor((stopIndex + startIndex)/2);
while(items[middle] != value && startIndex < stopIndex){
//adjust search area
if (value < items[middle]){
stopIndex = middle - 1;
} else if (value > items[middle]){
startIndex = middle + 1;
}
//recalculate middle
middle = Math.floor((stopIndex + startIndex)/2);
}
//make sure it's the right value
return (items[middle] != value) ? -1 : middle;
}
ExistsInArray(value, array){
for(var item in array){
if(item.UserId == value){
return true;
}
}
return false;
}
You can either prototype Array object, like this:
Array.prototype.exists = function(value, prop){
var i = null;
for (i in this)
if (this[i][prop] && this[i][prop] == value)
return true;
return false;
}
gAllMedicalFilesClaimantsArray.exists('222', 'UserID');

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