some directions/hints with a coding challenge in JS - javascript

Ive got a challenge to submit (no automated test/test cases- just a wrriten question) - and I'm not sure I'm doing right (being a noob and all that jazz).
I need to write classes and data structures for a call-center:
It has 3 levels of employees that can take the call;
For each incoming call the system will check who's available- starting at the lowest of the 3 employee levels,
then going up if no employee at that level is free to take the call- till it reaches the 3rd level.
they didn't give me any other instructions so I'm trying to do my best.
That's the code i have so far- what did I miss/should be changed?
class CallCenter{
constructor(){
if (!CallCenter.instance){
CallCenter.instance = this
this.callsQueue = []
this.employees = []
return this
}
return CallCenter.instance
}
addEmployee(emp){
this.employees.push(emp)
}
addPhoneCall(call){
this.callsQueue.push(call)
}
dispatchCallDirector(call){
const emp = this.employees.find(e => e.type === "director" && e.available)
}
dispatchCallManager(call){
const emp = this.employees.find(e => e.type === "manager" && e.available)
if (emp){
emp.getPhoneCall(call, (res) => {
if (!res){
this.dispatchCallDirector(call)
}
})
}
}
dispatchCall(){
const call = this.callsQueue[0]
this.callsQueue.splice(0, 1)
const emp = this.employees.find(e => e.type === "respondent" && e.available)
if (emp){
emp.getPhoneCall(call, (res) => {
if (!res){
this.dispatchCallManager(call)
}
})
}
}
}
module.exports = CallCenter
class Employee{
constructor(type){
this.available = true
this.type = type
}
set isAvailable(flag){ //available = true or false
this.available = flag
}
get isAvailable() {this.available}
getPhoneCall(call, report){
//if employee cant handle the call -
report(null)
//if employee can handle the call - this.available = false
}
}
module.exports = Employee

Related

Getting "Function returned undefined, expected Promise or value " while using Firebase Functions

I've started using Firebase recently with my Unity game to create a simple turnbased game.
First time using Firebase functions as well, not to mention not that skilled in JS.
I'm using this code that handles a simple matchmaking system for newly added players to the matchmaking sub-database and match them with other players who are idle, then creates a random id for the game set it to them and then creates a new object in a "games" sub-database.
I've uploaded the core to Firebase and started testing it manually on the real-time database by adding "users" but it's not working and the log says :
Function returned undefined, expected Promise or value
I've looked online to find out what to do but I'm lost about "Promises"
I'd appreciate help in this matter.
Here's the JS code:
const functions = require("firebase-functions");
const admin = require("firebase-admin");
admin.initializeApp(functions.config().firebase);
const database = admin.database();
exports.matchmaker = functions.database.ref("matchmaking/{playerId}")
.onCreate((snap, context) => {
const gameId = generateGameId();
database.ref("matchmaking").once("value").then((players) => {
let secondPlayer = null;
players.forEach((player) => {
if (player.val() == "searching" &&
player.key !== context.params.playerId) {
secondPlayer = player;
}
});
if (secondPlayer === null) return null;
database.ref("matchmaking").transaction(function(matchmaking) {
if (matchmaking === null ||
matchmaking[context.params.playerId] !== "" ||
matchmaking[secondPlayer.key] !== "searching") {
return matchmaking;
}
matchmaking[context.params.playerId] = gameId;
matchmaking[secondPlayer.key] = gameId;
return matchmaking;
}).then((result) => {
if (result.snapshot.child(
context.params.playerId).val() !== gameId) {
return null;
}
const game = {
gameInfo: {
gameId: gameId,
playersIds: [context.params.playerId, secondPlayer.key],
},
turn: context.params.playerId,
};
database.ref("games/" + gameId).set(game).then((snapshot) => {
console.log("Game created successfully!");
return null;
}).catch((error) => {
console.log(error);
});
return null;
}).catch((error) => {
console.log(error);
});
return null;
}).catch((error) => {
console.log(error);
});
});
/**
* Generates random game id
* #return {int} Game id
*/
function generateGameId() {
const possibleChars =
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
let gameId = "";
for (let j = 0; j < 20; j++) {
gameId +=
possibleChars.charAt(Math.floor(Math.random() * possibleChars.length));
}
return gameId;
}
UPDATE:
I was able to fix it by adding a return value at the end of the onCreate method.
return context.
I fixed it by adding "return context" at the of the onCreate method.

Wait for all Firebase data query requests before executing code

I am trying to fetch data from different collections in my cloud Firestore database in advance before I process them and apply them to batch, I created two async functions, one to capture the data and another to execute certain code only after all data is collected, I didn't want the code executing and creating errors before the data is fetched when i try to access the matchesObject after the async function to collect data is finished, it keeps saying "it cannot access a property matchStatus of undefined", i thought took care of that with async and await? could anyone shed some light as to why it is undefined one moment
axios.request(options).then(function(response) {
console.log('Total matches count :' + response.data.matches.length);
const data = response.data;
var matchesSnapshot;
var marketsSnapshot;
var tradesSnapshot;
var betsSnapshot;
matchesObject = {};
marketsObject = {};
tradesObject = {};
betsObject = {};
start();
async function checkDatabase() {
matchesSnapshot = await db.collection('matches').get();
matchesSnapshot.forEach(doc => {
matchesObject[doc.id] = doc.data();
console.log('matches object: ' + doc.id.toString())
});
marketsSnapshot = await db.collection('markets').get();
marketsSnapshot.forEach(doc2 => {
marketsObject[doc2.id] = doc2.data();
console.log('markets object: ' + doc2.id.toString())
});
tradesSnapshot = await db.collection('trades').get();
tradesSnapshot.forEach(doc3 => {
tradesObject[doc3.id] = doc3.data();
console.log('trades object: ' + doc3.id.toString())
});
betsSnapshot = await db.collection('bets').get();
betsSnapshot.forEach(doc4 => {
betsObject[doc4.id] = doc4.data();
console.log('bets object: ' + doc4.id.toString())
});
}
async function start() {
await checkDatabase();
// this is the part which is undefined, it keeps saying it cant access property matchStatus of undefined
console.log('here is matches object ' + matchesObject['302283']['matchStatus']);
if (Object.keys(matchesObject).length != 0) {
for (let bets of Object.keys(betsObject)) {
if (matchesObject[betsObject[bets]['tradeMatchId']]['matchStatus'] == 'IN_PLAY' && betsObject[bets]['matched'] == false) {
var sfRef = db.collection('users').doc(betsObject[bets]['user']);
batch11.set(sfRef, {
accountBalance: admin.firestore.FieldValue + parseFloat(betsObject[bets]['stake']),
}, {
merge: true
});
var sfRef = db.collection('bets').doc(bets);
batch12.set(sfRef, {
tradeCancelled: true,
}, {
merge: true
});
}
}
}
});
There are too many smaller issues in the current code to try to debug them one-by-one, so this refactor introduces various tests against your data. It currently won't make any changes to your database and is meant to be a replacement for your start() function.
One of the main differences against your current code is that it doesn't unnecessarily download 4 collections worth of documents (two of them aren't even used in the code you've included).
Steps
First, it will get all the bet documents that have matched == false. From these documents, it will check if they have any syntax errors and report them to the console. For each valid bet document, the ID of it's linked match document will be grabbed so we can then fetch all the match documents we actually need. Then we queue up the changes to the user's balance and the bet's document. Finally we report about any changes to be done and commit them (once you uncomment the line).
Code
Note: fetchDocumentById() is defined in this gist. Its a helper function to allow someCollectionRef.where(FieldPath.documentId(), 'in', arrayOfIds) to take more than 10 IDs at once.
async function applyBalanceChanges() {
const betsCollectionRef = db.collection('bets');
const matchesCollectionRef = db.collection('matches');
const usersCollectionRef = db.collection('users');
const betDataMap = {}; // Record<string, BetData>
await betsCollectionRef
.where('matched', '==', false)
.get()
.then((betsSnapshot) => {
betsSnapshot.forEach(betDoc => {
betDataMap[betDoc.id] = betDoc.data();
});
});
const matchDataMap = {}; // Record<string, MatchData | undefined>
// betIdList contains all IDs that will be processed
const betIdList = Object.keys(betDataMap).filter(betId => {
const betData = betDataMap[betId];
if (!betData) {
console.log(`WARN: Skipped Bet #${betId} because it was falsy (actual value: ${betData})`);
return false;
}
const matchId = betData.tradeMatchId;
if (!matchId) {
console.log(`WARN: Skipped Bet #${betId} because it had a falsy match ID (actual value: ${matchId})`);
return false;
}
if (!betData.user) {
console.log(`WARN: Skipped Bet #${betId} because it had a falsy user ID (actual value: ${userId})`);
return false;
}
const stakeAsNumber = Number(betData.stake); // not using parseFloat as it's too lax
if (isNaN(stakeAsNumber)) {
console.log(`WARN: Skipped Bet #${betId} because it had an invalid stake value (original NaN value: ${betData.stake})`);
return false;
}
matchDataMap[matchId] = undefined; // using undefined because its the result of `doc.data()` when the document doesn't exist
return true;
});
await fetchDocumentsById(
matchesCollectionRef,
Object.keys(matchIdMap),
(matchDoc) => matchDataMap[matchDoc.id] = matchDoc.data()
);
const batch = db.batch();
const queuedUpdates = 0;
betIdList.forEach(betId => {
const betData = betDataMap[betId];
const matchData = matchDataMap[betData.tradeMatchId];
if (matchData === undefined) {
console.log(`WARN: Skipped /bets/${betId}, because it's linked match doesn't exist!`);
continue;
}
if (matchData.matchStatus !== 'IN_PLAY') {
console.log(`INFO: Skipped /bets/${betId}, because it's linked match status is not "IN_PLAY" (actual value: ${matchData.matchStatus})`);
continue;
}
const betRef = betsCollectionRef.doc(betId);
const betUserRef = usersCollectionRef.doc(betData.user);
batch.update(betUserRef, { accountBalance: admin.firestore.FieldValue.increment(Number(betData.stake)) });
batch.update(betRef, { tradeCancelled: true });
queuedUpdates += 2; // for logging
});
console.log(`INFO: Batch currently has ${queuedUpdates} queued`);
// only uncomment when you are ready to make changes
// batch.commit();
}
Usage:
axios.request(options)
.then(function(response) {
const data = response.data;
console.log('INFO: Total matches count from API:' + data.matches.length);
return applyBalanceChanges();
}

react native cant update state array in function

Im trying to push object into a state array in a function.But i cant, when i debug my array it is still empty..this.state = {
searchArray : [],}
here is my function
doSearch = (textinput) => {
let arrSearch = this.state.searchArray
//iterate model object
this.state.models[this.props.sexeModel].map(
(model) => {
let idmodel = model.id
//check if typed text is included in model name
if(model.nom.includes(textinput.SearchText)){
if(textinput.SearchText.length !== 0) {
//Checking if Search arr is empty
if(arrSearch.length === 0) {
let stateArray = this.state.searchArray
let joined = stateArray.concat(model)
this.setState({ searchArray: joined }) // CANT UPDATE HERE
} else {
arrSearch.map((modelSearch) => {
if(modelSearch.id == idmodel) {
console.log("Do not insert")
} else {
console.log("Insert")
let joined = arrSearch.concat(model)
this.setState({ arrSearch: joined })// CANTE UPDATE HERE
}
})
}
} else {
console.log("include but empty")
this.setState({searchArray:[]}) //CANT UPDATE HERE
}
} else {
console.log("not included")
this.setState({searchArray:[]}) // CANT UPDATE HERE
}
}
)
}
I can update a basic string or int/float state value in this function but not an array.Why ?
Any Ideas ?

React-Native — Global variable not changing

I have two separate files, the first being a component (List.js) that uses the second (APIService.js) to fetch different APIs. To correct fetch, the URL needs to receive global variables. Right now, I am trying to redefine these variables from a function in the APIService file without success. Variables are being redefined in APIService.js just before the API calls comment.
I have two questions:
Why is the global variable naptanId not being redefined?
Would be possible to define and pass these variables from the component?
Pseudo-code
Detects beacon
Redefine naptanId
Component fetch API using recently defined variable
API call is done
Data is passed back to Component
Set states
List.js
componentDidMount() {
// Executes first function
APIService._fetchStopPoint((resp1) => {
console.log("Stoppoint", resp1)
// ... and set the bus state with the first response
this.setState({
bus: resp1
});
// ... based on the response, convert array to string
const lines = (resp1.lines.map((line) => line.name)).toString()
// ... pass lines to sencond function
APIService._fetchArrivalTimes(lines, (resp2) => {
// .. and set the tube state with the second response
this.setState({
isLoading: false,
tube: resp2
});
});
});
}
APIService.js
// Variables
// ***********************************************************************
let naptanId = undefined
let lines = undefined
let ice = '59333'
let mint = '57011'
let blueberry = '27686'
let nearestBeacon = undefined;
let newBeaconId = undefined;
let setIce = false;
let setBlueberry = false;
let setMint = false;
// Beacon detection
// ***********************************************************************
const region = {
identifier: 'Estimotes',
uuid: '354A97D8-9CAF-0DC7-CE0E-02352EBE90CD',
};
// Request for authorization while the app is open
Beacons.requestWhenInUseAuthorization();
Beacons.startMonitoringForRegion(region);
Beacons.startRangingBeaconsInRegion(region);
Beacons.startUpdatingLocation();
// Listen for beacon changes
const subscription = DeviceEventEmitter.addListener('beaconsDidRange', (data) => {
const ibeacons = data.beacons
// var lowestAccuracySeen = 0.5;
let lowestAccuracySeen = "immediate"
// Check if beacons are updating
if (ibeacons && ibeacons.length > 0) {
// Loop through beacons array
for (var i = 0; i < ibeacons.length ; i++) {
// Find beacons with same minor ...
var foundBeacon = ibeacons.find(function(closestBeacon) {
// ... and return the beacon the lowest accuracy seen
// return closestBeacon.accuracy.toFixed(2) < lowestAccuracySeen;
return closestBeacon.proximity == lowestAccuracySeen
});
// If found ...
if (foundBeacon) {
// ... define the lowest accuracy and the nearest beacon
lowestAccuracySeen = foundBeacon.accuracy;
nearestBeacon = foundBeacon;
// Identify what component to render against nearest beacon
setIce = nearestBeacon.minor == ice ? true : false;
setMint = nearestBeacon.minor == mint ? true : false;
setBlueberry = nearestBeacon.minor == blueberry ? true : false;
if (setIce) {
// THESE VARIABLES CANNOT BE REDEFINED
naptanId = "490004936E"
lines = "55"
} else if (setMint) {
} else if (setBlueberry) {
};
}
}
}
});
// API calls
// ***********************************************************************
class APIService {
// Fecth stop point info
static _fetchStopPoint(cb) {
console.log(naptanId, lines)
fetch(`https://api.tfl.gov.uk/StopPoint/${naptanId}`)
.then(stopData => {
try {
stopData = JSON.parse(stopData._bodyText); // Converts data to a readable format
cb(stopData, naptanId);
} catch(e) {
cb(e);
}
})
.catch(e => cb(e));
}
// Fetch arrival times info
static _fetchArrivalTimes(lines, cb) {
fetch(`https://api.tfl.gov.uk/Line/${lines}/Arrivals/${naptanId}`)
.then(arrivalData => {
try {
arrivalData = JSON.parse(arrivalData._bodyText);
arrivalTime = arrivalData
cb(arrivalData);
} catch(e) {
cb(e);
}
})
.catch(e => cb(e));
}
// Fetch status info
static _fetchStatus(lines) {
fetch(`https://api-argon.digital.tfl.gov.uk/Line/${lines}/Status`)
.then(statusData => {
try {
statusData = JSON.parse(statusData._bodyText); // Converts data to a readable format
cb(statusData);
} catch(e) {
cb(e);
}
})
.catch(e => cb(e));
}
}
module.exports = APIService;
The simplest approach to handle these global variables (cross different components) is to use AsyncStorage:
let response = await AsyncStorage.getItem('listOfTasks'); //get, in any components
AsyncStorage.setItem('listOfTasks', 'I like to save it.'); //set, in any components
For more performance critical global vars, you can also consider Realm Database (Like CoreData, SQLite in both iOS and Android).

Limit number of records in firebase

Every minute I have a script that push a new record in my firebase database.
What i want is delete the last records when length of the list reach a fixed value.
I have been through the doc and other post and the thing I have found so far is something like that :
// Max number of lines of the chat history.
const MAX_ARDUINO = 10;
exports.arduinoResponseLength = functions.database.ref('/arduinoResponse/{res}').onWrite(event => {
const parentRef = event.data.ref.parent;
return parentRef.once('value').then(snapshot => {
if (snapshot.numChildren() >= MAX_ARDUINO) {
let childCount = 0;
let updates = {};
snapshot.forEach(function(child) {
if (++childCount <= snapshot.numChildren() - MAX_ARDUINO) {
updates[child.key] = null;
}
});
// Update the parent. This effectively removes the extra children.
return parentRef.update(updates);
}
});
});
The problem is : onWrite seems to download all the related data every time it is triggered.
This is a pretty good process when the list is not so long. But I have like 4000 records, and every month it seems that I screw up my firebase download quota with that.
Does anyone would know how to handle this kind of situation ?
Ok so at the end I came with 3 functions. One update the number of arduino records, one totally recount it if the counter is missing. The last one use the counter to make a query using the limitToFirst filter so it retrieve only the relevant data to remove.
It is actually a combination of those two example provided by Firebase :
https://github.com/firebase/functions-samples/tree/master/limit-children
https://github.com/firebase/functions-samples/tree/master/child-count
Here is my final result
const MAX_ARDUINO = 1500;
exports.deleteOldArduino = functions.database.ref('/arduinoResponse/{resId}/timestamp').onWrite(event => {
const collectionRef = event.data.ref.parent.parent;
const countRef = collectionRef.parent.child('arduinoResCount');
return countRef.once('value').then(snapCount => {
return collectionRef.limitToFirst(snapCount.val() - MAX_ARDUINO).transaction(snapshot => {
snapshot = null;
return snapshot;
})
});
});
exports.trackArduinoLength = functions.database.ref('/arduinoResponse/{resId}/timestamp').onWrite(event => {
const collectionRef = event.data.ref.parent.parent;
const countRef = collectionRef.parent.child('arduinoResCount');
// Return the promise from countRef.transaction() so our function
// waits for this async event to complete before it exits.
return countRef.transaction(current => {
if (event.data.exists() && !event.data.previous.exists()) {
return (current || 0) + 1;
} else if (!event.data.exists() && event.data.previous.exists()) {
return (current || 0) - 1;
}
}).then(() => {
console.log('Counter updated.');
});
});
exports.recountArduino = functions.database.ref('/arduinoResCount').onWrite(event => {
if (!event.data.exists()) {
const counterRef = event.data.ref;
const collectionRef = counterRef.parent.child('arduinoResponse');
// Return the promise from counterRef.set() so our function
// waits for this async event to complete before it exits.
return collectionRef.once('value')
.then(arduinoRes => counterRef.set(arduinoRes.numChildren()));
}
});
I have not tested it yet but soon I will post my result !
I also heard that one day Firebase will add a "size" query, that is definitely missing in my opinion.

Categories

Resources