Binary Tree in Javascript - javascript

I'm working on this assignment: http://www.cs.colostate.edu/~anderson/ct310/index.html/doku.php?id=assignments:assignment_2
I'm building a binary tree in Javascript. Basically it's a relational tree, we have this tree class that takes 3 arguments: data,left child,right child. Left & right child are just new tree objects stored in var.
Here's the tree class:
function Tree( data, left, right )
{
// pravite data
var data = data;
var leftChild = left;
var rightChild = right;
// public functions
this.getData = function()
{
return data;
}
this.left = function()
{
return leftChild;
}
this.right = function()
{
return rightChild;
}
}
Here's the toString() method
Tree.prototype.toString = function(indent)
{
var spaces = '';
if (!indent)
{
indent = 0;
}
else{
spaces = spaces*indent;
}
// if the left tree isn't void
if(this.tree().left())
{
this.tree().left().toString(indent+5);
}
if(this.tree().right())
{
this.tree.right().toString(indent+5);
}
print(spaces + this.data);
}
Here's the data I get passed into. We're using Rhino in the command line to test.
var abc = new Tree('a', new Tree('b'), new Tree('c'));
abc.toString()
I get a stack over flow on the toString method. My professor says to use the this.Left() in the if statement because when you recurse it will fail when it's undefined.
Any ideas what's wrong?

Well, your last reference to the right branch is missing some parentheses...
this.tree.right().toString(indent+5) // <-- right here
That asid, I don't see this.tree() defined anywhere. I think it should be this.left() and this.right() in all those places.
Also, for a slight optimisation, consider something like:
var l = this.left();
if( l) l.toString(indent+5);
This avoids an extra function call.

Your recursive function has no base case. It will just keep going forever.
If your node doesn't have any children, than don't call ToString on them()

Related

Get line number with abstract syntax tree in node js

Im making a program that takes some code via parameter, and transform the code adding some console.logs to the code. This is the program:
const escodegen = require('escodegen');
const espree = require('espree');
const estraverse = require('estraverse');
function addLogging(code) {
const ast = espree.parse(code);
estraverse.traverse(ast, {
enter: function(node, parent) {
if (node.type === 'FunctionDeclaration' ||
node.type === 'FunctionExpression') {
addBeforeCode(node);
}
}
});
return escodegen.generate(ast);
}
function addBeforeCode(node) {
const name = node.id ? node.id.name : '<anonymous function>';
const beforeCode = "console.log('Entering " + name + "()');";
const beforeNodes = espree.parse(beforeCode).body;
node.body.body = beforeNodes.concat(node.body.body);
}
So if we pass this code to the function:
console.log(addLogging(`
function foo(a, b) {
var x = 'blah';
var y = (function () {
return 3;
})();
}
foo(1, 'wut', 3);
`));
This is the output of this program:
function foo(a, b) {
console.log('Entering foo()');
var x = 'blah';
var y = function () {
console.log('Entering <anonymous function>()');
return 3;
}();
}
foo(1, 'wut', 3);
And this is the AST (Abstract Syntax Tree) for that last function passed to addLoggin:
https://astexplorer.net/#/gist/b5826862c47dfb7dbb54cec15079b430/latest
So i wanted to add more information to the console logs like for example the line number we are on. As far as i know, in the ast, the node has a value caled 'start' and 'end' which indicates in which character that node starts and where it ends. How can i use this to get the line number we are on? Seems pretty confusing to me to be honest. I was thinking about doing a split of the file by "\n", so that way i have the total line numbers, but then how can i know i which one im on?
Thank you in advance.
Your idea is fine. First find the offsets in the original code where each line starts. Then compare the start index of the node with those collected indexes to determine the line number.
I will assume here that you want the reported line number to refer to the original code, not the code as it is returned by your function.
So from bottom up, make the following changes. First expect the line number as argument to addBeforeCode:
function addBeforeCode(node, lineNum) {
const name = node.id ? node.id.name : '<anonymous function>';
const beforeCode = `console.log("${lineNum}: Entering ${name}()");`;
const beforeNodes = espree.parse(beforeCode).body;
node.body.body = beforeNodes.concat(node.body.body);
}
Define a function to collect the offsets in the original code that correspond to the starts of the lines:
function getLineOffsets(str) {
const regex = /\r?\n/g;
const offsets = [0];
while (regex.exec(str)) offsets.push(regex.lastIndex);
offsets.push(str.length);
return offsets;
}
NB: If you have support for matchAll, then the above can be written a bit more concise.
Then use the above in your main function:
function addLogging(code) {
const lineStarts = getLineOffsets(code); // <---
let lineNum = 0; // <---
const ast = espree.parse(code);
estraverse.traverse(ast, {
enter: function(node, parent) {
if (node.type === 'FunctionDeclaration' ||
node.type === 'FunctionExpression') {
// Look for the corresponding line number in the source code:
while (lineStarts[lineNum] < node.body.body[0].start) lineNum++;
// Actually we now went one line too far, so pass one less:
addBeforeCode(node, lineNum-1);
}
}
});
return escodegen.generate(ast);
}
Unrelated to your question, but be aware that functions can be arrow functions, which have an expression syntax. So they would not have a block, and you would not be able to inject a console.log in the same way. You might want to make your code capable to deal with that, or alternatively, to skip over those.

How to declare instance of a class within a instance of class?

I am making a simple hmtl/js game. I'd like to have all the data of the Game in DataofGame. It is like tennis, it is simpler than tennis: there is only set and match. changeinSet is called on click.
But I think i have a problem with private variable so it doesn't work.
Uncaught TypeError: Cannot read property 'WordsoftheGame' of undefined
//Added
document.getElementById('playboutton').addEventListener('click', newGame);
function newGame() {
var DataofGame = new newGameData();
}
// New game
function newGameData() {
this.pointTeam1 = 0;
this.pointTeam2 = 0;
this.WordsoftheGame = ShuffleListe();
this.ASet = new aSet();
}
//How the set is manage ********************
function aSet() {
var oneWord = DataofGame.ListeMot;
// display the word and delete it from the list
document.getElementById('jouer').innerHTML = oneWord[0];
DataofGame.WordsoftheGame.shift();
this.turn = true;
this.score = 0;
}
function changeinSet() {
DataofGame.ASet.score += 1;
//This is the other team's turn:
DataofGame.ASet.turn = !DataofGame.ASet.turn;
};
//shuffle liste
ListOfWords = ['Artiste', 'Appeler', 'Cheval', 'Choisir', 'Ciel', 'Croire', 'Dormir'];
function ShuffleListe() {
data = shuffle(ListOfWords);
return data;
}
function newGameData(){
this.pointTeam1=0;
this.pointTeam2=0;
this.WordsoftheGame= ShuffleListe();
this.ASet=new aSet();
}
//How the set is manage ********************
function aSet(){
var oneWord=DataofGame.ListeMot;
// display the word and delete it from the list
document.getElementById('jouer').innerHTML=oneWord[0];
DataofGame.WordsoftheGame.shift(); // << DataofGame not assigned yet
this.turn=true;
this.score=0;
}
Here when you're accessing DataofGame, it's not yet assigned because you're inside the constructor when calling aSet().
What you want to achieve is not completely clear, but if it's adding an ASet method to your object, you could write something like this:
function newGameData(){
this.pointTeam1=0;
this.pointTeam2=0;
this.WordsoftheGame= ShuffleListe();
this.ASet = function() {
// your code
};
}
NB your coding style for names is a bit messy, you should use uppercases consistently. The usage is to start constructor names with uppercases, the rest in lower cases.
You can let the function return an object with the data or just set the object.
function newGameData(){
return {
pointTeam1 : 0,
pointTeam2 : 0,
WordsoftheGame : ShuffleListe(),
ASet : new aSet()
}
}
But I would recommend to search for how to work with objects in javascript. Maybe this helps:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Introduction_to_Object-Oriented_JavaScript

How to build a namespace-like string using chained variables

This is a strange one, but I'm exploring it to see if it's possible.
Let's say that I have a .NET application where I am using PubSub. I want a way to define the topic string using chained objects (not functions). The goal is to allow me a way of defining strings that lets me to take advantage of Visual Studio's IntelliSense and reduce the likelihood of spelling errors.
Here's an example:
/* Manual way */
var topic = "App.Navigation.CurrentItem"
/* Desired Solution */
// ... define the objects here ...
var topic = App.Navigation.CurrentItem;
console.log(topic); // "App.Navigation.CurrentItem"
var topic2 = App.Footer.CurrentItem;
console.log(topic2); // "App.Footer.CurrentItem"
I'd like each object to be responsible for outputing it's own value, and have the chaining process responsible for joining itself to the previous chained object via a predefined separator (in my case, a period [.]).
I've been playing with JavaScript getter syntax, but I'm curious if there's a better way.
Has anyone done something like this before, and if so, how did you solve it?
You're requirements aren't totally clear to me, but are you looking for something like this?
function namespace(ns) { this._ns = ns; }
namespace.prototype.toString = function() {return this._ns};
namespace.prototype.extend = function(suffix) {
return new namespace(this._ns + "." + suffix)
};
Usage:
App = new namespace('App');
App.Navigation = App.extend('Navigation');
App.Navigation.CurrentItem = App.Navigation.extend('CurrentItem');
console.log(App.Navigation.CurrentItem.toString()); // "App.Navigation.CurrentItem"
This is what I ended up with after reviewing StriplingWarrior's answer:
function Namespace(name, config) {
if (typeof name === "object") {
config = name;
name = null;
}
config = config || {};
this._ns = name;
this.define(config);
}
Namespace.prototype.toString = function() { return this._ns };
Namespace.prototype.define = function(config, base) {
base = base || this;
for (key in config) {
var name = (base._ns) ? base._ns + "." + key : key;
base[key] = new Namespace(name);
base.define(config[key], base[key]);
}
return base;
};
Usage:
var App = new Namespace("App", {
Navigation: {
Items: {
Current: {}
}
},
Content: {},
Footer: {
Items: {
Current: {}
}
}
});
console.log(App.toString()); // App
console.log(App.Navigation.Items.Current.toString()); // App.Navigation.Items.Current
console.log(App.Footer.toString()); // App.Footer
I also wrote a convenience method to reduce the toString():
function NS(namespace) {
return namespace.toString();
}
console.log(NS(App.Navigation.Items.Current));
Thanks again to StriplingWarrior for the the help!

recursive function completes before recursive calls finish

I'm new to javascript and am not real capable with the asynchronous aspects, closures, etc. I have done a few days research on this and lots of trial & error but can't seem to get past my issue, which is:
I am trying to walk a tree structure, gathering all the bottom level nodes (those without child nodes). This node data gets loaded into global arrays (not optimal but needed). The walk function I'm using is recursive. But the asynchronous nature cause the first call to the function to return before the recursive calls return, so the complete tree doesn't get interrogated. I tried putting it in an anonymous function which seems to get the entire tree traversed, but then the global arrays are not being loaded (inaccessible?).
BTW, the real code is on a separate, isolated network so a direct cut & paste to here is not possible. Below is functional equivalent of the relevant parts (unless I've made a typo). Apologies for that. Any help would be appreciated.
var nodeList = new Array(); // global variable
function someFunction(rootNode) {
// unrelated processing here
walkTree(rootNode); // gather the childless nodes
return;
}
function walkTree(node) {
return function() { // required in order traverse the entire tree
// but with it, nodeList does not get populated
var num = node.numChildren();
var childNodes = node.getChildNodes();
for (var i=0; i<num; i++) {
var currentNode = childNodes.item(i);
if (currentNode.numChildren() > 0) {
walkTree(currentNode);
}
else {
var obj = new Object();
/// extract certain attributes of current node here
/// and make a variant
nodeList[nodeList.length] = obj;
}
} // END for
} // close anonymous function
} // END FUNCTION
If you don't need asynchronous execution, your code can be simplified:
var nodeList = [];
function someFunction(rootNode) {
// unrelated processing here
walkTree(rootNode); // gather the childless nodes
return;
}
function walkTree(node) {
var num = node.numChildren(),
childNodes = node.getChildNodes();
for (var i=0; i<num; i++) {
var currentNode = childNodes.item(i);
if (currentNode.numChildren() > 0) {
walkTree(currentNode);
}
else {
var obj = new Object();
/// extract certain attributes of current node here
/// and make a variant
nodeList.push(obj);
}
}
}
If you do need asynchronous execution, the implementation would depend on what asynchronous mechanism you used (web workers, simulation using setTimeout, a framework like Clumpy, etc.).
With Clumpy, for instance, you might code it like this (untested):
var nodeList = [],
clumpy = new Clumpy();
function someFunction(rootNode) {
// unrelated processing here
walkTree(rootNode); // gather the childless nodes
return;
}
function walkTree(node) {
var num = node.numChildren(),
childNodes = node.getChildNodes(),
i;
clumpy.for_loop(
function() { i = 0; },
function() { return i < num; },
function() { i++; },
function() {
var currentNode = childNodes.item(i);
if (currentNode.numChildren() > 0) {
walkTree(currentNode);
}
else {
var obj = new Object();
/// extract certain attributes of current node here
/// and make a variant
nodeList.push(obj);
}
}
);
}

How can I make this javascript easier to read, maintain, and understand from an OO background?

I come from the land of Java, C#, etc. I am working on a javascript report engine for a web application I have. I am using jQuery, AJAX, etc. I am having difficulty making things work the way I feel they should - for instance, I have gone to what seems like too much trouble to make sure that when I make an AJAX call, my callback has access to the object's members. Those callback functions don't need to be that complicated, do they? I know I must be doing something wrong. Please point out what I could be doing better - let me know if the provided snippet is too much/too little/too terrible to look at.
What I'm trying to do:
On page load, I have a select full of users.
I create the reports (1 for now) and add them to a select box.
When both a user and report are selected, I run the report.
The report involves making a series of calls - getting practice serieses, leagues, and tournaments - for each league and tournament, it gets all of those serieses, and then for each series it grabs all games.
It maintains a counter of the calls that are active, and when they have all completed the report is run and displayed to the user.
Code:
//Initializes the handlers and reports
function loadUI() {
loadReports();
$("#userSelect").change(updateRunButton);
$("#runReport").click(runReport);
updateRunButton();
return;
$("#userSelect").change(loadUserGames);
var user = $("#userSelect").val();
if(user) {
getUserGames(user);
}
}
//Creates reports and adds them to the select
function loadReports() {
var reportSelect = $("#reportSelect");
var report = new SpareReport();
engine.reports[report.name] = report;
reportSelect.append($("<option/>").text(report.name));
reportSelect.change(updateRunButton);
}
//The class that represents the 1 report we can run right now.
function SpareReport() {
this.name = "Spare Percentages";
this.activate = function() {
};
this.canRun = function() {
return true;
};
//Collects the data for the report. Initializes/resets the class variables,
//and initiates calls to retrieve all user practices, leagues, and tournaments.
this.run = function() {
var rC = $("#rC");
var user = engine.currentUser();
rC.html("<img src='/img/loading.gif' alt='Loading...'/> <span id='reportProgress'>Loading games...</span>");
this.pendingOperations = 3;
this.games = [];
$("#runReport").enabled = false;
$.ajaxSetup({"error":(function(report) {
return function(event, XMLHttpRequest, ajaxOptions, thrownError) {
report.ajaxError(event, XMLHttpRequest, ajaxOptions, thrownError);
};
})(this)});
$.getJSON("/api/leagues", {"user":user}, (function(report) {
return function(leagues) {
report.addSeriesGroup(leagues);
};
})(this));
$.getJSON("/api/tournaments", {"user":user}, (function(report) {
return function(tournaments) {
report.addSeriesGroup(tournaments);
};
})(this));
$.getJSON("/api/practices", {"user":user}, (function(report) {
return function(practices) {
report.addSerieses(practices);
};
})(this));
};
// Retrieves the serieses (group of IDs) for a series group, such as a league or
// tournament.
this.addSeriesGroup = function(seriesGroups) {
var report = this;
if(seriesGroups) {
$.each(seriesGroups, function(index, seriesGroup) {
report.pendingOperations += 1;
$.getJSON("/api/seriesgroup", {"group":seriesGroup.key}, (function(report) {
return function(serieses) {
report.addSerieses(serieses);
};
})(report));
});
}
this.pendingOperations -= 1;
this.tryFinishReport();
};
// Retrieves the actual serieses for a series group. Takes a set of
// series IDs and retrieves each series.
this.addSerieses = function(serieses) {
var report = this;
if(serieses) {
$.each(serieses, function(index, series) {
report.pendingOperations += 1;
$.getJSON("/api/series", {"series":series.key}, (function(report) {
return function(series) {
report.addSeries(series);
};
})(report));
});
}
this.pendingOperations -= 1;
this.tryFinishReport();
};
// Adds the games for the series to the list of games
this.addSeries = function(series) {
var report = this;
if(series && series.games) {
$.each(series.games, function(index, game) {
report.games.push(game);
});
}
this.pendingOperations -= 1;
this.tryFinishReport();
};
// Checks to see if all pending requests have completed - if so, runs the
// report.
this.tryFinishReport = function() {
if(this.pendingOperations > 0) {
return;
}
var progress = $("#reportProgress");
progress.text("Performing calculations...");
setTimeout((function(report) {
return function() {
report.finishReport();
};
})(this), 1);
}
// Performs report calculations and displays them to the user.
this.finishReport = function() {
var rC = $("#rC");
//snip a page of calculations/table generation
rC.html(html);
$("#rC table").addClass("tablesorter").attr("cellspacing", "1").tablesorter({"sortList":[[3,1]]});
};
// Handles errors (by ignoring them)
this.ajaxError = function(event, XMLHttpRequest, ajaxOptions, thrownError) {
this.pendingOperations -= 1;
};
return true;
}
// A class to track the state of the various controls. The "series set" stuff
// is for future functionality.
function ReportingEngine() {
this.seriesSet = [];
this.reports = {};
this.getSeriesSet = function() {
return this.seriesSet;
};
this.clearSeriesSet = function() {
this.seriesSet = [];
};
this.addGame = function(series) {
this.seriesSet.push(series);
};
this.currentUser = function() {
return $("#userSelect").val();
};
this.currentReport = function() {
reportName = $("#reportSelect").val();
if(reportName) {
return this.reports[reportName];
}
return null;
};
}
// Sets the enablement of the run button based on the selections to the inputs
function updateRunButton() {
var report = engine.currentReport();
var user = engine.currentUser();
setRunButtonEnablement(report != null && user != null);
}
function setRunButtonEnablement(enabled) {
if(enabled) {
$("#runReport").removeAttr("disabled");
} else {
$("#runReport").attr("disabled", "disabled");
}
}
var engine = new ReportingEngine();
$(document).ready( function() {
loadUI();
});
function runReport() {
var report = engine.currentReport();
if(report == null) {
updateRunButton();
return;
}
report.run();
}
I am about to start adding new reports, some of which will operate on only a subset of user's games. I am going to be trying to use subclasses (prototype?), but if I can't figure out how to simplify some of this... I don't know how to finish that sentence. Help!
$.getJSON("/api/leagues", {"user":user}, (function(report) {
return function(leagues) {
report.addSeriesGroup(leagues);
};
})(this));
Can be written as:
var self = this;
$.getJSON("/api/leagues", {"user":user}, (function(leagues) {
self.addSeriesGroup(leagues);
});
The function-returning-function is more useful when you're inside a loop and want to bind to a variable that changes each time around the loop.
Provide "some" comments where necessary.
I'm going to be honest with you and say that I didn't read the whole thing. However, I think there is something about JavaScript you should know and that is that it has closures.
var x = 1;
$.ajax({
success: function () {
alert(x);
}
});
No matter how long time it takes for the AJAX request to complete, it will have access to x and will alert "1" once it succeeds.
Understand Closures. This takes some getting used to. (which, many will use, and is certainly the typical way of going about things, so it's good if you understand how that's happening)
This is a good thread to read to get a simple explanation of how to use them effectively.
You should use prototypes to define methods and do inheritance:
function Parent(x) {
this.x = x; /* Set an instance variable. Methods come later. */
}
/* Make Parent inherit from Object by assigning an
* instance of Object to Parent.prototype. This is
* very different from how you do inheritance in
* Java or C# !
*/
Parent.prototype = { /* Define a method in the parent class. */
foo: function () {
return 'parent ' + this.x; /* Use an instance variable. */
}
}
function Child(x) {
Parent.call(this, x) /* Call the parent implementation. */
}
/* Similar to how Parent inherits from Object; you
* assign an instance of the parent class (Parent) to
* the prototype attribute of the child constructor
* (Child).
*/
Child.prototype = new Parent();
/* Specialize the parent implementation. */
Child.prototype.foo = function() {
return Parent.prototype.foo.call(this) + ' child ' + this.x;
}
/* Define a method in Child that does not override
* something in Parent.
*/
Child.prototype.bar = function() {
return 'bar';
}
var p = new Parent(1);
alert(p.foo());
var ch = new Child(2);
alert(ch.foo());
alert(ch.bar());
I'm not familiar with jQuery, but I know the Prototype library (worst name choice ever) has some functionality that make it easier to work with inheritance.
Also, while coming up with the answer to this question, I found a nice page that goes into more detail on how to do OO right in JS, which you may want to look at.

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