On one page of my website the user has the ability to choose and remove up to 2000 items through selecting multiple string representations of them in a dropdown list.
On page load, the objects are loaded onto the page from a previous session into 7 different drop-down lists.
In the window.onload event, the function looping through the items in the drop-downs makes an internal collection of the objects by adding them to a global array - This makes the page ridiculously slow to load, so, I'm fairly certain probably doing it wrong!
How else am I supposed to store these variables?
This is their internal representation:
function Permission(PName, DCID, ID) {
this.PName = PName;
this.DCID = DCID;
this.ID = ID;
}
where: PName is string. DCID is int. ID is int.
EDIT:
Thanks for the quick replies! I appreciate the help, I'm not great with JS! Here is more information:
'selectChangeEvent' is added to the Change and Click event of the Drop down list.
function selectChangeEvent(e) {
//...
addListItem(id);
//...
}
'addListItem(id)' sets up the visual representation of the objects and then calls :
function addListObject(x, idOfCaller) {
var arIDOfCaller = idOfCaller.toString().split('-');
if (arIDOfCaller[0] == "selLocs") {
var loc = new AccessLocation(x, arIDOfCaller[1]);
arrayLocations[GlobalIndexLocations] = loc;
GlobalIndexLocations++;
totalLocations++;
}
else {
var perm = new Permission(x, arIDOfCaller[1], arIDOfCaller[2]);
arrayPermissions[GlobalIndexPermissions] = perm;
GlobalIndexPermissions++;
totalPermissions++;
}
}
Still not enough to go on, but there are some small improvements I can see.
Instead of this pattern:
var loc = new AccessLocation(x, arIDOfCaller[1]);
arrayLocations[GlobalIndexLocations] = loc;
GlobalIndexLocations++;
totalLocations++;
which seems to involve redundant counters and has surplus assignment operations, try:
arrayLocations[arrayLocations.length] = new AccessLocation(x, arIDOfCaller[1]);
and just use arrayLocations.length where you would refer to GlobalIndexLocations or totalLocations (which fromt he code above would seem to always be the same value).
That should gain you a little boost, but this is not your main problem. I suggest you add some debugging Date objects to work out where the bottleneck is.
You may want to consider a design change to support the load. Some sort of paged result set or similar, to cut down on the number of concurrent records being modified.
As much as we desperately want them to be, browsers aren't quite there yet in terms of script execution speed that allow us to do certain types of heavy lifting on the client.
While I haven't tested this idea, I figured I'd throw it out there - might it be faster to return a JSON string from the server side, where your array is fully calculated on that side?
From that point, I'd wager that eval()'ing it (as evil as this may be) might be fast enough to where you could then write the contents onto the page, and your array setup would already be taken care of.
Then again, I suppose the amount of work it'd take the browser to construct the 2k new objects and inject them into the DOM wouldn't necessarily help the speed side of things in the end. At the end of the day, a design change is probably necessary, but sometimes we're stuck with what we've got, eh?
Related
I have an idea for a game where people can type in some simple instructions for their character like player.goLeft() or player.attackInFront() and for that I have people type their code into a text box and then I parse it into eval(). This works well but it also allows people to change their own character object by typing things like player.health = Infinity; or something similar. I have a list of functions I want to allow people to use, but I am unsure how to restrict it to only use them.
I understand that the whole point of not letting people use eval is to avoid accidental cross-site scripting but I am unsure on how else to do this. If you have a suggestion please leave a comment about that.
I asked some people around on what to do and most suggested somehow changing scope(which is something I was not able to figure out) or to add some odd parameter to each function in my code that would be required to be a specific string to execute any function, but that seems hacky and since I am making the game in browser with p5js it would be easy to just inspect element and see what the password is.
basically every character has variable called "instruction" which is just a string of javascript. Then every frame of the game I execute it by doing eval(playerList[i].instruction);
tl;dr, how can I only allow specific function to be executed and not allow any others?
EDIT: I forgot to mention that I also am planning to provide player with information so that people can made code that would adapt to the situation. For example there will be parameter called vision that has vision.front and vision.left etc. These variables would just say if there is an enemy, wall, flower, etc around them in a grid. Some people suggested that I just replace some functions with key words but then it compromises the idea of using if statements and making it act differently.
EDIT 2: Sorry for lack of code in this post, but because of the way I am making it, half of the logic is written on server side and half of it works on client side. It will be a little large and to be completely honest I am not sure how readable my code is, still so far I am getting great help and I am very thankful for it. Thank you to everybody who is answering
Do NOT use eval() to execute arbitrary user input as code! There's no way to allow your code to run a function but prevent eval() from doing the same.
Instead, what you should do is make a map of commands the player can use, mapping them to functions. That way, you run the function based on the map lookup, but if it's not in the map, it can't be run. You can even allow arguments by splitting the string at spaces and spreading the array over the function parameters. Something like this:
const instructions = {
goLeft: player.goLeft.bind(player),
goRight: player.goRight.bind(player),
attackInFront: player.attackInFront.bind(player)
};
function processInstruction(instruction_string) {
const pieces = instruction_string.split(' ');
const command = pieces[0];
const args = pieces.slice(1);
if (instructions[command]) {
instructions[command](...args);
} else {
// Notify the user their command is not recognized.
}
};
With that, the player can enter things like goLeft 5 6 and it will call player.goLeft(5,6), but if they try to enter otherFunction 20 40 it will just say it's unrecognized, since otherFunction isn't in the map.
This issue sounds similar to the SQL Injection problem. I suggest you use a similar solution. Create an abstraction layer between the users input and your execution, similar to using parameters with stored procedures.
Let the users type keywords such as 'ATTACK FRONT', then pass that input to a function which parses the string, looks for keywords, then passes back 'player.attackInFront()' to be evaluated.
With this approach you simplify the syntax for the users, and limit the possible actions to those you allow.
I hope this isn't too vague. Good luck!
From your edit, it sounds like you're looking for an object-oriented approach to players. I'm not sure of your existing implementation needs, but it would look like this.
function Player() {
this.vision = {
left: '',
// and so on
}
}
Player.prototype.updateVisibilities = function() {
// to modify the values of this.visibility for each player
}
Player.prototype.moveLeft = function() {
}
Don't give the user an arbitrary interface (such as an input textfield that uses eval) to modify their attributes. Make a UI layer to control this logic. Things like buttons, inputs which explicitly run functions/methods that operate on the player. It shouldn't be up to the player as to what attributes they should have.
I am using a jQuery plugin called jQuery Phoenix. It is a plugin that makes localStorage with forms very easy.
My question:
This script auto-saves every second. I have a form with around 275 fields and it saves all of the fields.
(I know saving that many fields that often is a bit overkill, but it's the default setting. I'm going to change it to save on an onblur event but it will still be saving 275 fields every time the person changes fields.)
If it is saving that often, will I run into any type of performance issues in browsers?
I do not know much about localStorage or how it affects performance, especially when saving this many fields of data that often.
As has been mentioned, you can optimise your use of localStorage a fair bit from what is proposed, but that isn't the question.
LocalStorage is pretty fast, as confirmed in some tests written about here:
https://gomakethings.com/how-fast-is-vanilla-js-localstorage/
they were seeing speeds around 12ms to write an object of 10,000 values and read it back again.
I had a play and storing each item on its own, and it tended to be between 70-100ms, but when you're 'only' dealing with around 300 values it's less than 2ms, this was the same if the values were strings or integers.
Here's the code I used, which is largely based on the code in the linked article:
// Timestamp before the test
var start = performance.now();
// Set/get data to localStorage
var count = 10000;
for (var i = 0; i < count; i++) {
localStorage.setItem(`perfTest_${i}`, i);
var result = localStorage.getItem(`perfTest_${i}`);
if (parseInt(result) !== i) {
console.error(`${result} !== ${i}`);
}
}
// Timestamp after the test
var end = performance.now();
// Duration of the test
console.log('It took ' + (end - start) + 'ms.');
The easiest way to run these tests is just to paste them into your browser's console!
Performance is surely going to differ and it will be an issue since internal implementation of localStorage is browser specific.
There is also a time difference between first read and subsequent read.
Beside local storage has a limited capacity(though it can be changed)
Also you wont want to stringify before saving. This will be inefficient.
Note: If all 275 fields are not changing changing simultaneously you can you only save the changed field
What I want to do: Group all the like elements on a page (of a certain kind) into an object which I can later iterate on -- or apply sweeping changes to every element within.
My code is successful at accomplishing the given task but when the number of elements grows to 200-300+ then the performance drastically drops off and users have noticed. I have isolated the offending lines of code and want to know if there is another way of accomplishing the same problem.
The add() function appears to be the problematic operation based on timers I have placed around them. At first the time required to perform the operation is .001 but grows until the number of elements reaches 300 and it takes ~.1 of a second for each additional element AND continues slowing down.
I have researched (and more) for jQuery performance enhancing abilities and have implemented a few of them (namely 3) but they have not given me any meaningful performance increases. Amazingly, this code performs within 1 second (!) for Firefox (300+ calls to add()) while Chrome and IE take roughly 10-20x longer or more...
Here is my code:
rowsToChange = $([]);
// Grab all the ids greater than whichever one I'm currently looking at:
var arr = $.makeArray($("[id^=stackLocatorLinkFillUp]:gt("+(uniqueID-1)+")"));
for (var i=0; i<arr.length; i++) {
$this = arr[i];
// <<< VARIOUS CONDITIONALS that make this as selective as possible REMOVED >>>
startTimer = new Date().getTime();
// **************************
// PROBLEMATIC LINE FOLLOWS when 200+ records:
rowsToChange = rowsToChange.add($this);
// Grows from .001 to .1xx after 300 iterations
console.log("innertiming:"+(new Date().getTime() - startTimer)/1000);
// **************************
}
The end result looks like this (via Chrome Inspector):
[<div style="display:none" id="stackLocatorLinkFillUp1">itemType=BOUND&ccLocale=PERIODICAL</div>,
<div style="display:none" id="stackLocatorLinkFillUp2">itemType=BOUND&ccLocale=PERIODICAL</div>,
...
]
Eventually I process all these as follows (which I love the simplicity of!):
var superlink = "...new <a> goodness to display for all elements...";
rowsToChange.html(superlink).css("display","block");
This looked like it could be a valid solution (different add method?) but I would prefer to continue gathering a list of objects together so that the last line can work its magic.
(am not i am pointed out that the following is not true -- regarding concatenation; thanks 'am not i am')
It seems like the add() operation must be concatenating strings since that appears to be one of the main problems others face. But transforming my add() statement into += doesn't look like it works.
Thanks for checking this out;
Chrome: 18.0.1025.142 m
Firefox: 11.0
IE: 8.0.7600.16385
First observation: add saves the previous element set. Try rowsToChange = jQuery.merge(rowsToChange, [$this]); instead.
Second observation: it seems as though rowsToChange will end up being the exact same element set as the one you called $.makeArray on. Why not just save the original set?
DCoder shows how to appropriately merge the information together if you are using a for loop. However, if you come here and are using a .each() loop, use what follows.
The main difference is that brackets are unnecessary / necessary depending on the structure of 'this'. It also seems to be generally accepted that .each() is at least slightly slower than the native javascript for loop. (evidence from 2009) (timing test_copied from question above)
var $this, rowsToChange = $([]);
// slower than a for loop
$("[id^=stackLocatorLinkFillUp]:gt("+(uniqueID-1)+")").each( function() {
// If statements <removed> that decide whether or not to include in the new container
$this = $(this); // probably unnecessary under most situations
rowsToChange = jQuery.merge(rowsToChange, $this);
});
Operate on every piece of the new sub-group decided upon by the removed if statements!
rowsToChange.html("...");
Thanks to everyone who viewed the question, took the time to answer, voted it up, etc.!
because of some problems with joomla "in-content javascript" I have to give all my js logic to one file, but there are problems with inconsistence of dom elements across my site (it is ajax driven, so there is only one script and various DOMs).
What is the best solution to make some conditionals solving this problem..
Is it checking $(selector).length, or is there any better solution..
And in case of the $(selector).length , is there a way to save this selector to variable (performance issues)
for example some kind of
var selector = ($(selector).length !== 0) ? this : false ;
if(selector) { makeSomething; }
The this is actually pointing to Window object..So is there any way to make it like this without need of reselection?
Thanks
var $obj = $('selector');
if ($obj.length) { makeSomething(); }
Actually, this is only meaningful if you are searching for the existence of a certain element (that might identify a whole page) and running several operations based on that.
If you just want to do something on the elements like
$('selector').append('x');
the condition might be useless, because if the jQuery collection is empty, the methods won't run anyways (as pointed out by #Gary Green).
I am trying to populate multiple form fields with JSON data after a user makes a choice from a select box. I am very new to jquery so sorry if I am getting something elementary wrong. I don't want to include the JSON in my html because it will be changing often and it is a very large file. Here is what I have:
<script type="text/javascript">
$.ajax({
url: '../includes/json/data/abbc.json',
success: function(data) {
$("#rig").html("<option >--select--</option>");
$.each(rigdetaillist.rigs,function(){
var rigName=this.rig;
$("#rig").append("<option value=" +rigName + ">" +rigName + "</option>");
});
$("#rig").change(function(){
var rigValue=$(this).val();
$.each(rigdetaillist.rigs,function(i){
var rigName=this.rig;
if (rigName==rigValue){
$(".rigdetail").val("");
$.each(rigdetaillist.rigs[i].rigdteails,function(i){
var rigdetailName=this.rigdetail
$(".rigdetail").eq(i).val(rigdetailName);
});
}
});
});
}
});
</script>
There are a few things here that you want to consider, one of the major things being that you want to do as little DOM manipulation as possible, as its one of the major causes of performance issues.
Unfortunately, I don't have the time to rewrite your code and give you what you should write. Although I do have the time to explain to you what you need to consider and hopefully it'll lead you down the right path :-)
(1) Your data var in success: function (data) { isn't being used. I'm assuming you mean it to be used for the rigdetaillist, most likely something like var rigdetaillist = data['rigdetaillist']; depending on your JSON. In either case, data is your json return value, of which you aren't referencing at all...which you probably need to. :-)
(2) As I said earlier, you want to do as little DOM manipulation as possible. So you probably will want to either pull out the #rig and cache it in javascript (to be put back into the DOM later), or create a new $(<script>) obj and then copy its html into $('#rig')'s when you are done. I would suggest creating the new script tag as detaching is a very nice feature of jquery, but can have its problems (such as when you go to append it back in, it appends at the bottom of the container instead of where you originally had it).
(3) The change function is being created on every json request. There is more than likely a way to globalize that so you don't have to create a new change function every time. You could possibly store the necessary information in a global variable and just reference that variable in change function, or I'm sure you could do some other really cool scope tricks, but that would be the simplist.