I have a sealed object with an array member on which I want to prevent direct pushes.
var myModule = (function () {
"use strict";
var a = (function () {
var _b = {},
_c = _c = "",
_d = [];
Object.defineProperty(_b, "c", {
get: function () { return _c; }
});
Object.defineProperty(_b, "d", {
get { return _d; }
});
_b.addD = function (newD) {
_d.push(newD);
};
Object.seal(_b);
return _b;
}());
var _something = { B: _b };
return {
Something: _something,
AddD: _b.addD
};
}());
myModule.Something.c = "blah"; // doesn't update = WIN!!
myModule.AddD({}); // pushed = WIN!
myModule.Something.d.push({}); // pushed = sadness
How can I prevent the push?
UPDATE:
Thanks for all the thoughts. I eventually need the JSON to send to the server. It looks like I might need to use an object for the array then figure out a way to generate and return the JSON needed, or change _something to use .slice(). Will play and report.
you could override the push method:
var _d = [];
_d.__proto__.push = function() { return this.length; }
and when you need to use it in your module, call Array.prototype.push:
_b.addD = function (newD) {
Array.prototype.push.call(_d, newD);
};
I haven't done any performance tests on this, but this certainly helps to protect your array.
(function(undefined) {
var protectedArrays = [];
protectArray = function protectArray(arr) {
protectedArrays.push(arr);
return getPrivateUpdater(arr);
}
var isProtected = function(arr) {
return protectedArrays.indexOf(arr)>-1;
}
var getPrivateUpdater = function(arr) {
var ret = {};
Object.keys(funcBackups).forEach(function(funcName) {
ret[funcName] = funcBackups[funcName].bind(arr);
});
return ret;
}
var returnsNewArray = ['Array.prototype.splice'];
var returnsOriginalArray = ['Array.prototype.fill','Array.prototype.reverse','Array.prototype.copyWithin','Array.prototype.sort'];
var returnsLength = ['Array.prototype.push','Array.prototype.unshift'];
var returnsValue = ['Array.prototype.shift','Array.prototype.pop'];
var funcBackups = {};
overwriteFuncs(returnsNewArray, function() { return []; });
overwriteFuncs(returnsOriginalArray, function() { return this; });
overwriteFuncs(returnsLength, function() { return this.length; });
overwriteFuncs(returnsValue, function() { return undefined; });
function overwriteFuncs(funcs, ret) {
for(var i=0,c=funcs.length;i<c;i++)
{
var func = funcs[i];
var funcParts = func.split('.');
var obj = window;
for(var j=0,l=funcParts.length;j<l;j++)
{
(function() {
var part = funcParts[j];
if(j!=l-1) obj = obj[part];
else if(typeof obj[part] === "function")
{
var funcBk = obj[part];
funcBackups[funcBk.name] = funcBk;
obj[part] = renameFunction(funcBk.name, function() {
if(isProtected(this)) return ret.apply(this, arguments);
else return funcBk.apply(this,arguments);
});
}
})();
}
}
}
function renameFunction(name, fn) {
return (new Function("return function (call) { return function " + name +
" () { return call(this, arguments) }; };")())(Function.apply.bind(fn));
};
})();
You would use it like so:
var myArr = [];
var myArrInterface = protectArray(myArr);
myArr.push(5); //Doesn't work, but returns length as expected
myArrInterface.push(5); //Works as normal
This way, you can internally keep a copy of the interface that isn't made global to allow your helper funcs to modify the array as normal, but any attempt to use .push .splice etc will fail, either directly, or using the .bind(myArr,arg) method.
It's still not completely watertight, but a pretty good protector. You could potentially use the Object.defineProperty method to generate protected properties for the first 900 indexes, but I'm not sure of the implications of this. There is also the method Object.preventExtensions() but I'm unaware of a way to undo this effect when you need to change it yourself
Thank you, dandavis!
I used the slice method:
var myModule = (function () {
"use strict";
var a = (function () {
var _b = {},
_c = _c = "",
_d = [];
Object.defineProperty(_b, "c", {
get: function () { return _c; }
});
Object.defineProperty(_b, "d", {
get { return _d.slice(); } // UPDATED
});
_b.updateC = function (newValue) {
_c = newValue;
};
_b.addD = function (newD) {
_d.push(newD);
};
Object.seal(_b);
return _b;
}());
var _something = { B: _b };
return {
Something: _something,
AddD: _b.addD
};
}());
myModule.Something.c = "blah"; // doesn't update = WIN!!
myModule.AddD({}); // pushed = WIN!
myModule.Something.d.push({}); // no more update = happiness
This allows me to protect from direct push calls enforcing some logic.
Related
I'm constructing a Builder in JavaScript, and I'm not sure how builders normally handle undefined values for optionals. I would like to think that the Builder doesn't append the optional field to the object if the field is undefined. Is that acceptable for a Builder? If not, what would be alternatives?
Here is a sample of the first implementation where the builder doesn't append an undefined optional:
Builder:
function Thing(required1, required2, required3) {
//check required params
var fields = {
required1: required1,
required2: required2,
required3: required3
};
var _withOptionalParam = function(param) {
if(!param) { return this; } //exit function early if param is undefined
fields.param = param;
return this;
};
var _build = function() {
var result = fields;
return result;
};
var builder = {
withOptionalParam: _withOptionalParam,
build: _build
};
return builder;
}
In action:
var thing = new Thing("foo","bar","baz").withOptionalParam(undefined).build();
//'thing' should be
// {
// required1:"foo",
// required2:"bar",
// required3:"baz"
// };
//
Thanks in advance!
I think you are losing the context of this in your _withOptinalParam function. You could bind you fields object to it as the this context.
function Thing(required1, required2, required3) {
//check required params
var fields = {
required1: required1,
required2: required2,
required3: required3
};
var _withOptionalParam = function(param) {
if(!param) { return this; } //exit function early if param is undefined
fields.param = param;
return this;
};
var _build = function() {
var result = fields;
return result;
};
var builder = {
withOptionalParam: _withOptionalParam.bind(fields),
build: _build
};
return builder;
}
var thing = new Thing("foo","bar","baz").withOptionalParam(undefined);
console.log( thing );
//'thing' should be
// {
// required1:"foo",
// required2:"bar",
// required3:"baz"
// };
//
<script src="http://codepen.io/synthet1c/pen/WrQapG.js"></script>
This doesn't work.
var genericClickHandler = function () {
this.handlers = [];
if (console && console.log) {
console.log("this:", this);
console.log("event:", event);
}
};
genericClickHandler.addHandler = function (handlerSpec) {
this.handlers.push(handlerSpec);
return this;
};
genericClickHandler.executeHandler = function (handlerName) {
for (var i = 0; i < this.handlers.length; i++) {
if (handlerName === this.handlers[i][0]) {
this.handlers[i][1]();
}
}
return this;
};
It doesn't work because the addHandler can't see the this.handlers in genericClickHandler.
Anyway what I'm after is function that gets defined once, but has methods and properties. I want to be able to use the function with Google Maps like this:
heatmap.addListener("click", genericClickHandler)
circle.addListener("click", genericClickHandler)
polygons.addListener("click", genericClickHandler)
So in the first instance, it only reports the this and event object. However, I then want to write code which extends the genericClickHandler dynamically so that it can implement map-object-specific behaviour.
Here's an example of what I meant using an object rather than a function.
var genericClickHandler = {
handlers: []
};
genericClickHandler.addHandler = function (name, fn) {
this.handlers.push([name, fn]);
return this;
};
genericClickHandler.executeHandler = function (name) {
for (var i = 0, l = this.handlers.length; i < l; i++) {
if (this.handlers[i][0] === name) this.handlers[i][1]();
}
};
genericClickHandler.addHandler('click', function () {
console.log('hi');
});
genericClickHandler.addHandler('click', function () {
console.log('hallo again');
});
genericClickHandler.executeHandler('click'); // hi... hallo again
DEMO
if you want to create an object, here you can see 2 ways to do the same thing, javascript got multiple way to write the same things.
var genericClickHandler = function()
{
this.handlers = [];
this.addHandler = function (handlerSpec)
{
this.handlers.push(handlerSpec);
return this;
},
this.executeHandler = function (handlerName)
{
this.handlers[handlerName]();
return this;
}
};
//sample:
var tmp = new genericClickHandler();
console.log(tmp.handlers);
console.log(tmp.addHandler("TEST"));
Another way to write the same object, but more optimised : prototype will be stored once for each object
var genericClickHandler = function(){}
genericClickHandler.prototype =
{
handlers:[],
addHandler : function (handlerSpec)
{
this.handlers.push(handlerSpec);
return this;
},
executeHandler : function (handlerName)
{
this.handlers[handlerName]();
return this;
}
}
//sample:
var tmp = new genericClickHandler();
console.log(tmp.handlers);
console.log(tmp.addHandler("TEST"));
If I have this code
var node = function(n) {
var name = n;
var children = [];
var finished = false;
var failed = false;
this.getName = function() {
return name
};
this.downloadData = function(obj) {
};
this.getChildren = function() {
return children;
};
this.setChildren = function(c) {
Array.prototype.push.apply(children, c);
};
this.isFinished = function() {
return finished;
};
this.setFinished = function() {
finished = true;
}
this.isFailed = function() {
return failed;
}
this.setFailed = function() {
failed = true;
}
};
How can I convert this into an object like:
var a = new node("a");
var j = JSON.stringify(a);
result
{"name":"a","children":[],"finished":false,"failed":false}
thanks
This could be done by implementing the toJSON function.
If an object being stringified has a property named toJSON whose value
is a function, then the toJSON() method customizes JSON
stringification behavior: instead of the object being serialized, the
value returned by the toJSON() method when called will be serialized.
- Mozilla
eg:
var node = function(n) {
var name = n;
var children = [];
var finished = false;
var failed = false;
this.toJson = function toJson() {
return {"name":name ... };
}
}
You need object properties instead of variables.
So, instead of declaring var name = n;, you would declare this.name = n;. Which would make it look something like
var node = function(n) {
this.name = n;
this.children = [];
this.finished = false;
this.failed = false;
///other functions here
}
I've got a class that is basically a native Javascript Array, but it raises events when items are added or removed.
hb.extend( {
Classes: {
Collection: hbClass.inherit({
init: function (arr) {
// get the functions we want to retain
var _on = this.on,
_trigger = this.trigger,
_push = this.push,
_remove = this.remove,
_reset = this.reset,
_from = this.fromArray,
_watch = this.watch;
// Set the object up as an Array
this.__proto__ = Array.prototype;
// get the Array functions we want to use
this.arrPush = this.push;
// reapply the old functions
this.push = _push;
this.remove = _remove;
this.reset = _reset;
this.fromArray = _from;
this.on = _on;
this.trigger = _trigger;
this.watch = _watch;
if (arr && (arr.length && typeof arr !== "string")) this.fromArray(arr, true);
},
fromArray: function (arr, stopEvent) {
this.reset();
for (var i = 0, len = arr.length; i < len; i++) {
this.arrPush(arr[i]);
}
if (!stopEvent) this.trigger('change', this);
},
push: function () {
this.arrPush.apply(this, arguments);
this.trigger('add', this);
this.trigger('change', this);
return this;
},
remove: function (from, to) {
var rest = this.slice((to || from) + 1 || this.length);
this.length = from < 0 ? this.length + from : from;
this.arrPush.apply(this, rest);
this.trigger('remove', this);
this.trigger('change', this);
return this;
},
reset: function () {
this.length = 0;
this.trigger('change', this);
this.trigger('remove', this);
}
})
}
});
There may be better ways to do it, but it works for me.......except in IE.
In IE at the line this.arrPush.appy(this, arguments); under the push method, it hits a Stack Overflow error.
Specifically:
SCRIPT28: Out of stack space
But this does NOT occur in Firefox or Chrome.
Anyone have any advice?
EDIT
Trigger code:
this.hbClass.prototype.trigger = function(type, data, context) {
var listeners, handlers, i, n, handler, scope;
if (!(listeners = this.listeners)) {
return;
}
if (!(handlers = listeners[type])){
return;
}
for (i = 0, n = handlers.length; i < n; i++){
handler = handlers[i];
if (handler.method.call(
handler.context, this, type, data
)===false) {
return false;
}
}
return true;
}
The issue is probably this line:
this.__proto__ = Array.prototype;
as __proto__ is not supported in some versions of IE. It has been codified in the ES6 specification, but that isn't implemented in some versions of IE. I don't understand exactly how your code works, but the safe way to set a prototype is like this:
Working demo: http://jsfiddle.net/jfriend00/ff99G/
function myClass() {
// add new methods to this instance in the constructor
this.fromArray = function() {};
};
// become an array and get all its methods
myClass.prototype = Array.prototype;
var x = new myClass();
Here's an example of the kind of thing you're doing using .prototype that works in IE:
function log(msg) {
var result = document.getElementById("result");
var div = document.createElement("div");
div.innerHTML = msg;
result.appendChild(div);
}
function myClass() {
var _push = this.push;
this.count = function() {
return this.length;
}
this.trigger = function(type, name) {
var str = type;
if (name) {
str += ", " + name;
}
log(str);
}
this.push = function() {
var retVal = _push.apply(this, arguments);
this.trigger("change", "push");
return retVal;
}
};
// become an array and get all its methods
myClass.prototype = Array.prototype;
var x = new myClass();
x.push("foo");
x.push("whatever");
log(x.count());
Basically how do I call a base method using this patter below?
var GS = {};
GS.baseClass = function (somedata) {
var that = {};
that.data = somedata;
//Base class method
that.someMethod = function(somedata) {
alert(somedata);
};
return that;
};
GS.derivedClass = function(somedata) {
var that = GS.baseClass(somedata);
//Overwriting base method
that.someMethod = function(somedata) {
//How do I call base method from here?
//do something else
};
return that;
};
Thanks.
var GS = {};
GS.baseClass = function (somedata) {
var that = {};
that.data = somedata;
//Base class method
that.someMethod = function(somedata) {
alert(somedata);
};
return that;
};
GS.derivedClass = function(somedata) {
var that = GS.baseClass(somedata);
//Overwriting base method
var basemethod = that.someMethod;
that.someMethod = function(somedata) {
//How do I call base method from here?
basemethod.apply(that, [somedata]);
//do something else
};
return that;
};
Cheers.