Efficient Javascript Module pattern with private/public methods - javascript

I am exploring ways of writing Javascript modules with performance in mind.
//My lib
var MyModule = function(callback){
var count = 0;
main(); //ugly in my opinion
//Function I want to be public.
function main(){
count ++;
window.specialApi.doWorkAndCallback(secret);
//…
}
//Function I want to keep private
//It needs to access to counter variable (#closure)
function secret(){
if(count === 2){
callback();
}
}
//private function
//other private function
//…
};
//Later anyone else can use MyModule.
MyModule(function(){console.log("ok");});
The problem I spot here is that each time I call MyModule(), the JS VM will reinterpret the whole function list which is not good for performance.
Is there a pattern that allows me to do the following:
Expose the main function.
Keep the secret function private. Note the counter variable that may harden the task.
Parse only once MyModule
Thanks

The following function creates and returns an object, which contains the main method only:
var MyModule = function(callback){
var count = 0;
var secret = function(){
if(count === 2){
callback();
}
}
var main = function(){
count ++;
window.specialApi.doWorkAndCallback(secret);
}
main();
return {
main: main
};
};
Then, the only thing you have to do, is to call this function once and store its returned value on a variable:
var module = MyModule(function(){console.log('ok');});
Finally, whenever you want to call main (and keep the old value of count), just do:
module.main();

//My lib
var modul =
{
count:0,
callback:{},
main: function(){
this.count ++;
window.specialApi.doWorkAndCallback(this.secret);
},
secret: function(){
if(this.count === 2){
this.callback();
}
}
};
modul.callback = function(){console.log("ok");};
modul.main();
modul.callback = function(){console.log("ok");};
modul.main();
modul.callback = function(){console.log("ok");};
modul.main();
modul.callback = function(){console.log("ok");};
modul.main();
http://jsbin.com/emitoj/3/edit

Related

Passing values from an object inside a function

I have been working all day trying to pass the value of "returnData.salary" inside the "readData" function to
the object inside the "calculateTax" function which is suppose to take the salary value and calculate state and federal taxes. I am stumped, I can't find anything on the internet which provides a good example for me to work with. The examples are either way to simple or super complex. Any help would be appreciated.
I apologize in advance if I did not submit this question in the correct format. This is my first time asking for help on stackoverflow.
function readForm() {
var returnData = {};
returnData.name = $("#name").val();
returnData.lastName = $("#lastName").val();
returnData.age = $("#age").val();
returnData.gender = $("[name=gender]:checked").val();
returnData.salary = $("#salary").val();
returnData.isManager = $("#isManager").val();
returnData.myTextArea = $("#myTextArea").val();
$("#name2").text(returnData.name);
$("#lastName2").text(returnData.lastName);
$("#age2").text(returnData.age);
$("#gender2").text(returnData.gender);
$("#salary2").text(returnData.salary);
$("#myTextArea2").text(returnData.myTextArea);
if ($(isManager).is(':checked')) {
$("#isManager2").text("Yes");
}
else {
$("#isManager2").text("No");
}
//$("#employeeForm")[0].reset();
} //end of readForm function
function calculateTax() {
console.log("Button Works");
var calculateTax = {
state: function(num) {
num *= 0.09;
return num;
}
, federal: function(num) {
if (num > 10000) {
num *= 0.2;
return num;
}
else {
num * 0.1;
return num;
}
}
, exempt: true
};
}
//Invoke readForm function when the submit button is clicked.
$(document).ready(function () {
$("#btnSubmit").on("click", readForm);
$("#btnCalculate").on("click", calculateTax);
})
</script>
Well, simply put; you can't. Not like this anyway. Or, at least not pass the value to the function directly.
You are using global functions right now, which are not inside a class. If it was inside a class, you could instantiate the class and save it to this (which would be the class' instance). However, I'm assuming classes are a bit over complicated in this case. What you could do, is set variables globally so all functions can use them, like this;
//declare the global variable so it exists for every function
var returnData = {};
function readForm() {
//We do NOT redeclare the "var" again. It's global now.
returnData = {}; //Reset the global variable when this function is called
returnData.name = $("#name").val();
returnData.lastName = $("#lastName").val();
returnData.age = $("#age").val();
returnData.gender = $("[name=gender]:checked").val();
returnData.salary = $("#salary").val();
returnData.isManager = $("#isManager").val();
returnData.myTextArea = $("#myTextArea").val();
//Rest of your function
}
function calculateTax(){
console.log(returnData) //works here
}
Note that you do overwrite global variables, so it's best to reset them on every function call. You might get old data stuck in there, otherwise.

call javascript function after another

Can you please help answering this. Please not the contraints.
var myLib = {
var callback_one = function (result_from_web_service) {
console.log('callback_one');
};
var callback_one = function (result_from_web_service) {
console.log('callback_two');
};
var init = function () {
console.log('initializing...');
async_call_one(callback_one);
async_call_two(callback_two);
};
var doStuff = function () {
console.log('doStuff is called');
};
};
// User of my library
myLib.init();
myLib.doStuff();
// output
initializing...
doStuff is called
callback_one
callback_two
// What i need:
initializing...
callback_one
callback_two
doStuff is called
Constraint:
calling myLib.init shall not end up calling myLib.doStuff. i.e. myLib.init should be independent of myLib.doStuff
myLib.doStuff() should be called after myLib.init() and its callbacks are returned.
Thanks,
//You must change your API so init is async
//There is no way to have it wait until all initialization is done before it retuns
var init = function (initDone) {
console.log('initializing...');
var n = 0;
function serviceDone(){
n++;
if(n >= 2){ initDone() }
}
async_call_one(function(x){ callback_one(x); serviceDone() });
async_call_two(function(x){ callback_two(x); serviceDone() });
};
// User of my library
myLib.init(function(){
myLib.doStuff();
})
The way I parallelized those calls is very ad-hoc s not the most maintainable (there I need to keep the calls to serviceDone and the value of N in sync).. In the long run I would recommend using one of the many JS async programming libs out there.
hugomg has a good answer.
Yet I think it is really specific and could benefit a sort of workflow implementation, like this (approximately...):
function void() {}
var myLib = {
var g_flow = [];
g_flow[this.init] = [];
g_flow[this.init]["whendone"] = this.callback_one;
g_flow[this.init]["done"] = false;
g_flow[this.callback_one] = [];
g_flow[this.callback_one]["whendone"] = this.callback_two;
g_flow[this.callback_one]["done"] = false;
g_flow[this.callback_two] = [];
g_flow[this.callback_two]["whendone"] = this.doStuff;
g_flow[this.callback_two]["done"] = false;
g_flow[this.doStuff] = [];
g_flow[this.doStuff]["whendone"] = void;
g_flow[this.doStuff]["done"] = false;
var callback_one = function (result_from_web_service) {
console.log('callback_one');
};
var callback_one = function (result_from_web_service) {
console.log('callback_two');
};
var init = function () {
console.log('initializing...');
};
var doStuff = function () {
console.log('doStuff is called');
};
var flow_onward(hwnd) {
async_call(function(){ hwnd(); myLib.flow_onward(g_flow[hwnd]["whendone"]); });
}
flow_onward(this.init);
};
// User of my library
myLib.init();
myLib.doStuff();
Doing this way you can ensure the sequentiality and expand the numbers of callback as much as you want.
ps: this code has not been tested

Private variables with requirejs and closure

I am trying to make a class with private variables in requirejs. ( means I don't want anyone to access this variable and only private method can be used.)
numbox.js
define(function(){
var counter=0;
function Numbox(){
}
Numbox.prototype = {
add_and_show:function(){
counter++; alert(counter);
}
}
return Numbox;
}
This is not correct if I create any new instance of Numbox and call the method, all instances will share the same counter as follows.
require(['numbox.js'], function(Numbox){
var box1 = new Numbox();
var box2 = new Numbox();
box1.add_and_show(); // alert(1);
box2.add_and_show(); // alert(2); instead of "1"
}
And even though I put counter under constructer function as follows, It can work but it does not realize my goal as I want it to be private. (I can still access "counter" by box1.counter or box2.counter)
numbox.js
define(function(){
function Numbox(){
this.counter =0;
}
Numbox.prototype = {
add_and_show:function(){
this.counter++; alert(this.counter);
}
}
return Numbox;
}
Please suggest the correct way to do this. Thx!
You can't have everything. (As the sage says, "Where would you put it?" :-/ )
In this case, what you really can't have is entirely encapsulated data that prototype functions have access to. As elclanrs says, you're second example is fine if you're willing to forgo the privacy. On the other hand, if the privacy is more important than memory, you can do this instead:
define(function(){
function Numbox(){
var counter = 0;
this.add_and_show=function(){
counter++; alert(counter);
}
}
return Numbox;
}
Now counter is entirely private. But each Numbox instance has its own private copy of add_and_show. You can make your own decision about the tradeoff. But I've never seen any technique which allows you to achieve both.
If you really need this (tip, you probably don't), a way to do it is to keep track of instances and counters in the "private" scope, like so:
define(function(){
var counters = [];
var instances = [];
function Numbox() {
instances.push(this);
counters.push(0);
}
Numbox.prototype = {
addAndShow: function() {
var idx = instances.indexOf(this);
var counter = counters[idx]++;
return counter;
}
};
return Numbox;
});
var n = new Numbox();
console.log(n.addAndShow()); //=> 0
console.log(n.addAndShow()); //=> 1
console.log(n.addAndShow()); //=> 2
var n2 = new Numbox();
console.log(n2.addAndShow()); //=> 0
console.log(n2.addAndShow()); //=> 1
// More tests
console.log(n.addAndShow()); //=> 3
console.log(n2.addAndShow()); //=> 2

how to define global namespace in javascript

is there a way to define global namespace, so that i can call function from this namespace from all my page?
e.g
// in one file i define below code
DefineNameSpace("my.namespace.api", {
addObject: function(obj) {
// store obj into indexDB
},
readAllObject: function() {
// return array of object from indexdb
}
})
// so that in another javascript file i can do
my.namespace.api.addObject({name: "foo", desc: "bar"});
is there a way to implement "DefineNameSpace" method?
Thanks
one way to do it, which is very simple, is this:
my = {
namespace: {
api : {}
}
}
my.namespace.api.addObject = function (obj) { }
you're actually creating objects but in this way it will function as a namespace just as well :)
hm it's not the method you're implementing. But building a namespace with a method would require the function to be called before the script files are loaded where the namespace is used like that, otherwise those lines of code are called before the DefineNamespace method is called and you will run into parts of namespaces that are undefined at that point. With above solution that won't be the case, although it is not dynamic unfortunately.
building a namespace dynamically can be done in the following way:
// the root of the namespace would still be handy to have declared here
var my = {};
function defineNamespace(namespaceStr) {
var namespaceSegments = namespaceStr.split(".");
var namespaceSoFar = null;
// iterate through namespace parts
for (var i = 0; i < namespaceSegments.length; i++) {
var segment = namespaceSegments[i];
if (i == 0) {
// if namespace starts with my, use that
if (segment == "my") {
// set pointer to my
namespaceSoFar = my;
}
else {
// create new root namespace (not tested this, but think this should work)
var otherNamespace = eval(segment);
if (typeof otherNamespace == "undefined") {
eval(segment + " = {};");
}
// set pointer to created root namespace
namespaceSoFar = eval(segment);
}
}
else {
// further build the namespace
if (typeof namespaceSoFar[segment] == "undefined") {
namespaceSoFar[segment] = {};
}
// update the pointer (my -> my.namespace) for use in the next iteration
namespaceSoFar = namespaceSoFar[segment];
}
}
}

Javascript Scope - including without passing or making global

I'm working on some script for a set of functions that all operate from one call and take a large number of parameters to return one value. The main function requires the use of 11 other functions which need to work with the same parameters. I have it structured somewhat like this:
function mainfunction(param1, param2, ..., param16)
{
//do a bunch of stuff with the parameters
return output;
}
function secondaryfunction1()
{
//gets called by mainfunction
//does a bunch of stuff with the parameters from mainfunction
}
Is there anything I can do to make the parameters passed to mainfunction available to all the secondary functions without passing them or making them global variables? If not, that's fine, I'll pass them as parameters - I'm curious as to whether or not I can do it more elegantly.
You can place the definition of secondaryfunction1 inside mainfunction:
function mainfunction(param1, param2, ..., param16){
function secondaryfunction1() {
// use param1, param2, ..., param16
}
secondaryfunction1();
}
Update:
As #dystroy pointed out, this is viable if you don't need to call secondaryfunction1 somewhere else. Where the list of parameters would be coming from in this case - I don't know.
You could use arguments to pass to secondaryFunction1 all the arguments of mainfunction. But that would be silly.
What you should probably do, and what is usually done, is embed all the parameters in an "options" object :
function mainfunction(options){
secondaryfunction1(options);
}
function secondaryfunction1(options) {
// use options.param1, etc.
}
// let's call it
mainfunction({param1: 0, param2: "yes?"});
This leds to other advantages, like
naming the parameters you pass, it's not a good thing for maintenance to have to count the parameters to know which one to change. No sane library would let you pass 16 parameters as direct unnamed arguments to a function
enabling you to pass only the needed parameters (the other ones being default)
#Igor 's answer (or some variation) is the way to go. If you have to use the functions elsewhere, though (as #dystroy pointed out), then there is another possibility. Combine your parameters together into an object, and pass that object to the secondary functions.
function combineEm() {
// Get all parameters into an array.
var args = [].slice.call(arguments, 0),
output = {},
i;
// Now put them in an object
for (i = 0; i < args.length; i++) {
output["param" + i] = args[i];
}
return output;
}
From your main function, you can do:
function mainfunction(param1, param2, ..., param16) {
var params = combineEm(param1, param2, ..., param16);
var output = secondaryfunction(params);
// etc.
return output;
}
Edit: I just wanted to clarify that all of the proposed suggestions so far do work. They just each have their own trade-offs/benefits.
I tried just suggesting some changes to other answers, but ultimately I felt like I needed to just post my solution to this.
var externalFn = function(options) {
var str = options.str || 'hello world';
alert(str);
};
var main = function(options) {
var privateMethod = function() {
var str = options.str || "foobar";
alert("str: " + str);
};
// Bind a private version of an external function
var privateMethodFromExternal = externalFn.bind(this, options);
privateMethod();
privateMethodFromExternal();
};
main({ str: "abc123"});
// alerts 'str: abc123'
// alerts 'abc123'
main({});
// alerts 'str: foobar'
// alerts 'hello world'
It seems like the main point of the question is that the functions used by the 'main function' shouldn't have to keep having the options/context passed to them.
This example shows how you can use privateMethods inside the function
It also shows how you can take external functions (that you presumably use outside of main) and bind a private method version of them for use inside main.
I prefer using some sort of 'options' object, but that aspect isn't really that important to the question of scoping that the OP was really asking about. You could use 'regular' parameters as well.
This example can be found on codepen.
Here's an incredibly naughty solution, if you're interested in that sort of thing.
var f1 = function() {
var a = 1;
var _f2 = f2.toString().replace(/^function[^{}]+{/, '');
_f2 = _f2.substr(0, _f2.length - 2);
eval(_f2);
}
var f2 = function(a) {
var a = a || 0;
console.log(a);
}
f2(); // logs 0
f1(); // logs 1
It executes the contents of some external function entirely in the current scope.
However, this sort of trickery is almost definitely an indicator that your project is mis-organized. Calling external functions should usually be no more difficult than passing an object around, as dystroy's answer suggests, defining the function in-scope, as Igor's answer suggests, or by attaching some external function to this and writing your functions primarily against the properties of this. Like so:
var FunLib = {
a : 0,
do : function() {
console.log(this.a);
}
}
var Class = function() {
this.a = 1;
this.do = FunLib.do;
this.somethingThatDependsOnDo = function() {
this.a++;
this.do();
}
}
var o = new Class();
FunLib.do() // 0
o.do() // 1
o.somethingThatDependsOnDo(); // 2
o.do() // 2 now
Similarly, and possibly better-solved with a class hierarchy.
function BasicShoe {
this.steps_taken = 0;
this.max_steps = 100000;
this.doStep = function() {
this.steps_taken++;
if (this.steps_taken > this.max_steps) {
throw new Exception("Broken Shoe!");
}
}
}
function Boot {
this.max_steps = 150000;
this.kick_step_equivalent = 10;
this.doKick = function() {
for (var i = 0; i < this.kick_step_equivalent; i++) {
this.doStep();
}
}
}
Boot.prototype = new BasicShoe();
function SteelTippedBoot {
this.max_steps = 175000;
this.kick_step_equivalent = 0;
}
SteelTippedBoot.prototype = new Boot();

Categories