Javascript shorthand loading time - javascript

I was playing around so I ran into a JS shorthands. I know they, of course, do not change code however do they lower loading time since there is less data?
Testing codes such as one below in Chrome DOM inspector did not give me an answer (probably because they are one-line codes so it does not make any difference).
if (x == 0) {x=1} else {x=2}
x == 0 ? x = 1 : x = 2;

If your goal is to optimize the speed with which your page loads by minimizing the size of your JS payload, there are lots of tools that will automatically rebuild your files into a single bundle that is compressed (i.e., all unnecessary whitespace removed, variables/functions renamed to shorter lengths, etc.). When it comes to writing code, you should always value readability first.
Write code that other people can easily understand. Then, when you're ready to deploy, look into a tool like UglifyJS2, which will enable you to take code like this:
function square(numToSquare) {
var squareProduct = numToSquare * numToSquare;
return squareProduct;
}
square(15);
..and turn it into this:
function square(r){return r*r}square(15);

The less characters and whitespace in a file, the lower the download size of said scripts is.
Readability is also a matter of utmost importance though, and ternary operators can be confusing in certain scenarios.
I would recommend that for those cases where you expect your codebase to increase to a certain extend over time, you stick to more readable constructs and use a minification/uglification process to lower file size.

Related

Why is <= slower than < using this code snippet in V8?

I am reading the slides Breaking the Javascript Speed Limit with V8, and there is an example like the code below. I cannot figure out why <= is slower than < in this case, can anybody explain that? Any comments are appreciated.
Slow:
this.isPrimeDivisible = function(candidate) {
for (var i = 1; i <= this.prime_count; ++i) {
if (candidate % this.primes[i] == 0) return true;
}
return false;
}
(Hint: primes is an array of length prime_count)
Faster:
this.isPrimeDivisible = function(candidate) {
for (var i = 1; i < this.prime_count; ++i) {
if (candidate % this.primes[i] == 0) return true;
}
return false;
}
[More Info] the speed improvement is significant, in my local environment test, the results are as follows:
V8 version 7.3.0 (candidate)
Slow:
time d8 prime.js
287107
12.71 user
0.05 system
0:12.84 elapsed
Faster:
time d8 prime.js
287107
1.82 user
0.01 system
0:01.84 elapsed
Other answers and comments mention that the difference between the two loops is that the first one executes one more iteration than the second one. This is true, but in an array that grows to 25,000 elements, one iteration more or less would only make a miniscule difference. As a ballpark guess, if we assume the average length as it grows is 12,500, then the difference we might expect should be around 1/12,500, or only 0.008%.
The performance difference here is much larger than would be explained by that one extra iteration, and the problem is explained near the end of the presentation.
this.primes is a contiguous array (every element holds a value) and the elements are all numbers.
A JavaScript engine may optimize such an array to be an simple array of actual numbers, instead of an array of objects which happen to contain numbers but could contain other values or no value. The first format is much faster to access: it takes less code, and the array is much smaller so it will fit better in cache. But there are some conditions that may prevent this optimized format from being used.
One condition would be if some of the array elements are missing. For example:
let array = [];
a[0] = 10;
a[2] = 20;
Now what is the value of a[1]? It has no value. (It isn't even correct to say it has the value undefined - an array element containing the undefined value is different from an array element that is missing entirely.)
There isn't a way to represent this with numbers only, so the JavaScript engine is forced to use the less optimized format. If a[1] contained a numeric value like the other two elements, the array could potentially be optimized into an array of numbers only.
Another reason for an array to be forced into the deoptimized format can be if you attempt to access an element outside the bounds of the array, as discussed in the presentation.
The first loop with <= attempts to read an element past the end of the array. The algorithm still works correctly, because in the last extra iteration:
this.primes[i] evaluates to undefined because i is past the array end.
candidate % undefined (for any value of candidate) evaluates to NaN.
NaN == 0 evaluates to false.
Therefore, the return true is not executed.
So it's as if the extra iteration never happened - it has no effect on the rest of the logic. The code produces the same result as it would without the extra iteration.
But to get there, it tried to read a nonexistent element past the end of the array. This forces the array out of optimization - or at least did at the time of this talk.
The second loop with < reads only elements that exist within the array, so it allows an optimized array and code.
The problem is described in pages 90-91 of the talk, with related discussion in the pages before and after that.
I happened to attend this very Google I/O presentation and talked with the speaker (one of the V8 authors) afterward. I had been using a technique in my own code that involved reading past the end of an array as a misguided (in hindsight) attempt to optimize one particular situation. He confirmed that if you tried to even read past the end of an array, it would prevent the simple optimized format from being used.
If what the V8 author said is still true, then reading past the end of the array would prevent it from being optimized and it would have to fall back to the slower format.
Now it's possible that V8 has been improved in the meantime to efficiently handle this case, or that other JavaScript engines handle it differently. I don't know one way or the other on that, but this deoptimization is what the presentation was talking about.
I work on V8 at Google, and wanted to provide some additional insight on top of the existing answers and comments.
For reference, here's the full code example from the slides:
var iterations = 25000;
function Primes() {
this.prime_count = 0;
this.primes = new Array(iterations);
this.getPrimeCount = function() { return this.prime_count; }
this.getPrime = function(i) { return this.primes[i]; }
this.addPrime = function(i) {
this.primes[this.prime_count++] = i;
}
this.isPrimeDivisible = function(candidate) {
for (var i = 1; i <= this.prime_count; ++i) {
if ((candidate % this.primes[i]) == 0) return true;
}
return false;
}
};
function main() {
var p = new Primes();
var c = 1;
while (p.getPrimeCount() < iterations) {
if (!p.isPrimeDivisible(c)) {
p.addPrime(c);
}
c++;
}
console.log(p.getPrime(p.getPrimeCount() - 1));
}
main();
First and foremost, the performance difference has nothing to do with the < and <= operators directly. So please don't jump through hoops just to avoid <= in your code because you read on Stack Overflow that it's slow --- it isn't!
Second, folks pointed out that the array is "holey". This was not clear from the code snippet in OP's post, but it is clear when you look at the code that initializes this.primes:
this.primes = new Array(iterations);
This results in an array with a HOLEY elements kind in V8, even if the array ends up completely filled/packed/contiguous. In general, operations on holey arrays are slower than operations on packed arrays, but in this case the difference is negligible: it amounts to 1 additional Smi (small integer) check (to guard against holes) each time we hit this.primes[i] in the loop within isPrimeDivisible. No big deal!
TL;DR The array being HOLEY is not the problem here.
Others pointed out that the code reads out of bounds. It's generally recommended to avoid reading beyond the length of arrays, and in this case it would indeed have avoided the massive drop in performance. But why though? V8 can handle some of these out-of-bound scenarios with only a minor performance impact. What's so special about this particular case, then?
The out-of-bounds read results in this.primes[i] being undefined on this line:
if ((candidate % this.primes[i]) == 0) return true;
And that brings us to the real issue: the % operator is now being used with non-integer operands!
integer % someOtherInteger can be computed very efficiently; JavaScript engines can produce highly-optimized machine code for this case.
integer % undefined on the other hand amounts to a way less efficient Float64Mod, since undefined is represented as a double.
The code snippet can indeed be improved by changing the <= into < on this line:
for (var i = 1; i <= this.prime_count; ++i) {
...not because <= is somehow a superior operator than <, but just because this avoids the out-of-bounds read in this particular case.
TL;DR The slower loop is due to accessing the Array 'out-of-bounds', which either forces the engine to recompile the function with less or even no optimizations OR to not compile the function with any of these optimizations to begin with (if the (JIT-)Compiler detected/suspected this condition before the first compilation 'version'), read on below why;
Someone just has to say this (utterly amazed nobody already did):
There used to be a time when the OP's snippet would be a de-facto example in a beginners programming book intended to outline/emphasize that 'arrays' in javascript are indexed starting at 0, not 1, and as such be used as an example of a common 'beginners mistake' (don't you love how I avoided the phrase 'programing error' ;)): out-of-bounds Array access.
Example 1:
a Dense Array (being contiguous (means in no gaps between indexes) AND actually an element at each index) of 5 elements using 0-based indexing (always in ES262).
var arr_five_char=['a', 'b', 'c', 'd', 'e']; // arr_five_char.length === 5
// indexes are: 0 , 1 , 2 , 3 , 4 // there is NO index number 5
Thus we are not really talking about performance difference between < vs <= (or 'one extra iteration'), but we are talking:
'why does the correct snippet (b) run faster than erroneous snippet (a)'?
The answer is 2-fold (although from a ES262 language implementer's perspective both are forms of optimization):
Data-Representation: how to represent/store the Array internally in memory (object, hashmap, 'real' numerical array, etc.)
Functional Machine-code: how to compile the code that accesses/handles (read/modify) these 'Arrays'
Item 1 is sufficiently (and correctly IMHO) explained by the accepted answer, but that only spends 2 words ('the code') on Item 2: compilation.
More precisely: JIT-Compilation and even more importantly JIT-RE-Compilation !
The language specification is basically just a description of a set of algorithms ('steps to perform to achieve defined end-result'). Which, as it turns out is a very beautiful way to describe a language.
And it leaves the actual method that an engine uses to achieve specified results open to the implementers, giving ample opportunity to come up with more efficient ways to produce defined results.
A spec conforming engine should give spec conforming results for any defined input.
Now, with javascript code/libraries/usage increasing, and remembering how much resources (time/memory/etc) a 'real' compiler uses, it's clear we can't make users visiting a web-page wait that long (and require them to have that many resources available).
Imagine the following simple function:
function sum(arr){
var r=0, i=0;
for(;i<arr.length;) r+=arr[i++];
return r;
}
Perfectly clear, right? Doesn't require ANY extra clarification, Right? The return-type is Number, right?
Well.. no, no & no... It depends on what argument you pass to named function parameter arr...
sum('abcde'); // String('0abcde')
sum([1,2,3]); // Number(6)
sum([1,,3]); // Number(NaN)
sum(['1',,3]); // String('01undefined3')
sum([1,,'3']); // String('NaN3')
sum([1,2,{valueOf:function(){return this.val}, val:6}]); // Number(9)
var val=5; sum([1,2,{valueOf:function(){return val}}]); // Number(8)
See the problem ? Then consider this is just barely scraping the massive possible permutations...
We don't even know what kind of TYPE the function RETURN until we are done...
Now imagine this same function-code actually being used on different types or even variations of input, both completely literally (in source code) described and dynamically in-program generated 'arrays'..
Thus, if you were to compile function sum JUST ONCE, then the only way that always returns the spec-defined result for any and all types of input then, obviously, only by performing ALL spec-prescribed main AND sub steps can guarantee spec conforming results (like an unnamed pre-y2k browser).
No optimizations (because no assumptions) and dead slow interpreted scripting language remains.
JIT-Compilation (JIT as in Just In Time) is the current popular solution.
So, you start to compile the function using assumptions regarding what it does, returns and accepts.
you come up with checks as simple as possible to detect if the function might start returning non-spec conformant results (like because it receives unexpected input).
Then, toss away the previous compiled result and recompile to something more elaborate, decide what to do with the partial result you already have (is it valid to be trusted or compute again to be sure), tie in the function back into the program and try again. Ultimately falling back to stepwise script-interpretation as in spec.
All of this takes time!
All browsers work on their engines, for each and every sub-version you will see things improve and regress. Strings were at some point in history really immutable strings (hence array.join was faster than string concatenation), now we use ropes (or similar) which alleviate the problem. Both return spec-conforming results and that is what matters!
Long story short: just because javascript's language's semantics often got our back (like with this silent bug in the OP's example) does not mean that 'stupid' mistakes increases our chances of the compiler spitting out fast machine-code. It assumes we wrote the 'usually' correct instructions: the current mantra we 'users' (of the programming language) must have is: help the compiler, describe what we want, favor common idioms (take hints from asm.js for basic understanding what browsers can try to optimize and why).
Because of this, talking about performance is both important BUT ALSO a mine-field (and because of said mine-field I really want to end with pointing to (and quoting) some relevant material:
Access to nonexistent object properties and out of bounds array elements returns the undefined value instead of raising an exception. These dynamic features make programming in JavaScript convenient, but they also make it difficult to compile JavaScript into efficient machine code.
...
An important premise for effective JIT optimization is that programmers use dynamic features of JavaScript in a systematic way. For example, JIT compilers exploit the fact that object properties are often added to an object of a given type in a specific order or that out of bounds array accesses occur rarely. JIT compilers exploit these regularity assumptions to generate efficient machine code at runtime. If a code block satisfies the assumptions, the JavaScript engine executes efficient, generated machine code. Otherwise, the engine must fall back to slower code or to interpreting the program.
Source:
"JITProf: Pinpointing JIT-unfriendly JavaScript Code"
Berkeley publication,2014, by Liang Gong, Michael Pradel, Koushik Sen.
http://software-lab.org/publications/jitprof_tr_aug3_2014.pdf
ASM.JS (also doesn't like out off bound array access):
Ahead-Of-Time Compilation
Because asm.js is a strict subset of JavaScript, this specification only defines the validation logic—the execution semantics is simply that of JavaScript. However, validated asm.js is amenable to ahead-of-time (AOT) compilation. Moreover, the code generated by an AOT compiler can be quite efficient, featuring:
unboxed representations of integers and floating-point numbers;
absence of runtime type checks;
absence of garbage collection; and
efficient heap loads and stores (with implementation strategies varying by platform).
Code that fails to validate must fall back to execution by traditional means, e.g., interpretation and/or just-in-time (JIT) compilation.
http://asmjs.org/spec/latest/
and finally https://blogs.windows.com/msedgedev/2015/05/07/bringing-asm-js-to-chakra-microsoft-edge/
were there is a small subsection about the engine's internal performance improvements when removing bounds-check (whilst just lifting the bounds-check outside the loop already had an improvement of 40%).
EDIT:
note that multiple sources talk about different levels of JIT-Recompilation down to interpretation.
Theoretical example based on above information, regarding the OP's snippet:
Call to isPrimeDivisible
Compile isPrimeDivisible using general assumptions (like no out of bounds access)
Do work
BAM, suddenly array accesses out of bounds (right at the end).
Crap, says engine, let's recompile that isPrimeDivisible using different (less) assumptions, and this example engine doesn't try to figure out if it can reuse current partial result, so
Recompute all work using slower function (hopefully it finishes, otherwise repeat and this time just interpret the code).
Return result
Hence time then was:
First run (failed at end) + doing all work all over again using slower machine-code for each iteration + the recompilation etc.. clearly takes >2 times longer in this theoretical example!
EDIT 2: (disclaimer: conjecture based in facts below)
The more I think of it, the more I think that this answer might actually explain the more dominant reason for this 'penalty' on erroneous snippet a (or performance-bonus on snippet b, depending on how you think of it), precisely why I'm adament in calling it (snippet a) a programming error:
It's pretty tempting to assume that this.primes is a 'dense array' pure numerical which was either
Hard-coded literal in source-code (known excelent candidate to become a 'real' array as everything is already known to the compiler before compile-time) OR
most likely generated using a numerical function filling a pre-sized (new Array(/*size value*/)) in ascending sequential order (another long-time known candidate to become a 'real' array).
We also know that the primes array's length is cached as prime_count ! (indicating it's intent and fixed size).
We also know that most engines initially pass Arrays as copy-on-modify (when needed) which makes handeling them much more fast (if you don't change them).
It is therefore reasonable to assume that Array primes is most likely already an optimized array internally which doesn't get changed after creation (simple to know for the compiler if there is no code modifiying the array after creation) and therefore is already (if applicable to the engine) stored in an optimized way, pretty much as if it was a Typed Array.
As I have tried to make clear with my sum function example, the argument(s) that get passed higly influence what actually needs to happen and as such how that particular code is being compiled to machine-code. Passing a String to the sum function shouldn't change the string but change how the function is JIT-Compiled! Passing an Array to sum should compile a different (perhaps even additional for this type, or 'shape' as they call it, of object that got passed) version of machine-code.
As it seems slightly bonkus to convert the Typed_Array-like primes Array on-the-fly to something_else while the compiler knows this function is not even going to modify it!
Under these assumptions that leaves 2 options:
Compile as number-cruncher assuming no out-of-bounds, run into out-of-bounds problem at the end, recompile and redo work (as outlined in theoretical example in edit 1 above)
Compiler has already detected (or suspected?) out of bound acces up-front and the function was JIT-Compiled as if the argument passed was a sparse object resulting in slower functional machine-code (as it would have more checks/conversions/coercions etc.). In other words: the function was never eligable for certain optimisations, it was compiled as if it received a 'sparse array'(-like) argument.
I now really wonder which of these 2 it is!
To add some scientificness to it, here's a jsperf
https://jsperf.com/ints-values-in-out-of-array-bounds
It tests the control case of an array filled with ints and looping doing modular arithmetic while staying within bounds. It has 5 test cases:
1. Looping out of bounds
2. Holey arrays
3. Modular arithmetic against NaNs
4. Completely undefined values
5. Using a new Array()
It shows that the first 4 cases are really bad for performance. Looping out of bounds is a bit better than the other 3, but all 4 are roughly 98% slower than the best case.
The new Array() case is almost as good as the raw array, just a few percent slower.

Is it possible to have adapt.js load multiple style sheets for one range?

I'm using adapt.js for the first time on a project. I have a range 0 to 720, I want to load a mobile.css file as well as a second css file, we'll call it style.css. Is this possible? Are there any work arounds? I tried this but it didn't work, as expected.
var ADAPT_CONFIG = {
path: 'css/',
dynamic: true,
range: [
'0px to 720px = style.css',
'0px to 720px = mobile.css',
'720px = 720.css'
]
};
You can use
#import url('/css/mobile.css');
at the beginning of your style.css.
Then you configure (through ADAPT_CONFIG) adapt.js to use only style.css for that range.
Or vice versa you can import style.css at the end of mobile.css and use only mobile.css
I'm afraid that this is impossible, but if you're feeling daring you could probably modify the source of adapt.js to do this. Here's the critical part of adapt.js:
// If it's a range, split left/right sides of "to",
// and then convert each one into numerical values.
// If it's not a range, turn maximum into a number.
val_1 = is_range ? parseInt(arr_0.split('to')[0], 10) : parseInt(arr_0, 10);
val_2 = is_range ? parseInt(arr_0.split('to')[1], 10) : undefined;
// Check for maxiumum or range.
if ((!val_2 && i === last && width > val_1) || (width > val_1 && width <= val_2)) {
// Build full URL to CSS file.
file && (url = path + file);
// Exit the while loop. No need to continue
// if we've already found a matching range.
break;
}
which is inside a while loop that checks the range conditions you specify in ADAPT_CONFIG. As you can see, once a path has been found, "range" ceases to be checked for any additional matches. You could probably change the code to allow it though - you'd probably have to move the code following the while loop into the above if statement and remove the break (this is an educated guess, I have not attempted this).
However, depending on how you're serving the files, I would strongly consider looking into an asset manager to combine "style.css" and "mobile.css" into a single file - precompiling assets allows for a few other fun tricks, like automatically making the css files as small as possible.
EDIT - if you're interested in an asset manager, there's really no one way to do it; it will depend heavily on the environment you're using at work. For something like rails this is super easy since merging files is fairly cooked in, and the sprockets gem has plenty of other features for asset management (combining files in it is pretty fast). If I were you though I'd probably just do some quick googling along the lines of "combining css files with ", there will be plenty of options. PHP scripts for this are all over the place if you don't have a fancy framework (here's a promising example), and Google makes an Apache mod for this kind of wok.
If you do go this route, I'd encourage you to play around a bit once you get the basics working - you could do something nifty like generate the values for range in ADAPT_CONFIG in the same place as where you combine the files, giving you a nice clean, single point from where you can manage style files.

Why is there a need for javascript coding conventions?

Suppose I have to write a javascript function:
function(){
var a=1;
var sum=1;
for(var i=0;i<6;i++){
sum=sum+a+1;
}
console.log(sum);
}
Someone recommended me to write this function like this:
function () {
var a = 1;
var sum = 1;
for (var i = 0; i < 6; i++) {
var sum = sum + a +1;
}
console.log(sum);
}
With more blank space, I know this rule, but I don't how it works, or what can I benefit from it?
It is a matter of opinion what good style is, but in a general sense picking some style and consistently following it throughout your code makes it easier to read (both for other people and for you when you come back to it later).
In my experience most people find code easier to read with the extra spaces as shown in your second example.
I don't like putting a space between function and (). Or, where there is a function name I don't put a space between the name and the parentheses: function someName().
Note also that with modern code editors that have syntax highlighting (like Stack Overflow does) it is much easier than it used to be to read code that doesn't have spaces. Compare the following two:
for(var i=0;i<6;i++)
for(var i=0;i<6;i++)
Reading and editing the latter, all in black and white, really annoys me, but I don't mind the coloured version anywhere near as much. I still prefer it with the extra spaces though.
I'd make some other changes in your function:
function() {
var a = 1,
sum = 1,
i;
for(i = 0; i < 6; i++){
sum += a + 1;
}
console.log(sum);
}
The benefit of coding style is enhanced readability. It does not really matter what style you decide to stick to, as long as you DO stick with a uniform style, and can agree with your coworkers on its readability, which is not always easy.
These coding conventions are for humans, they increase readability. Suppose I have written an expression like this:
x=(a*b/2)+m-n+c*(d/e);
It looks clumsy and difficult to read. It would have been easier to understand if we had used spaces around operators like this:
x = (a * b / 2) + m - n + c * (d / e);
Again using blank line increases readability by denoting sections. For example:
function foo() {
var a;
var b;
// a blank line here to specify the end of variable declarations
if (some_cond) {
} else if (another_cond) {
}
// another blank line to specify end of some logic
//more codes here;
}
If you do not follow these guidelines and all team members do not agree in some convention then it will be very difficult to maintain a big project for long time.
Finally note that, the conventions are not for compilers, they are for humans. That's why it is called coding guidelines, not language syntax.
May be you should read more about javascript closure, and you can follow "Google Javascript Style Guide".
Following some uniform style guidelines when coding makes code easier to read and helps you writing beautiful code, and others understanding (and loving!) your code.
For sure there are loads of resources on the net (just by googling for a while you get some javascript guides or guidelines), but this one is quite easy, simple and complete:
http://javascript.crockford.com/code.html
It's not a rule. It's just coding convention style. You don't need to follow if you don't want. But this style can make your code more readable, easier to maintain, and cleaner. To me, I prefer to have space rather than narrow letters. Again, it's not a rule.
Coding style is always very personal; one person likes condensed code so that they can see as much as possible on one screen, another needs the opening and closing braces on a separate line, etc.
When only coding for yourself, you should choose whatever is best for you. But when you start working in teams and others have to maintain your code and visa versa, it becomes important to agree on one coding style ... and this can be hard.
I've sat in coding style discussions and they're very uncomfortable, because you're giving up some of your personal preferences albeit for the greater good. After a brief moment of discomfort you will get used to it ;-)
The second version isn't equivalent to the first, as it declares an inner 'sum' variable, unless Javascript doesn't do what it says on the tin with that.
The extra blank lines don't contribute anything much IMHO, but I probably wouldn't die in a ditch about them. However an equally valid concern is download speed, which is made worse by the suggestion.

Contextualizing jQuery

I've got a fairly large site, with a lot of jQuery code for lots of different pages. We're talking about 1000 lines of fairly well optimized code (excluding plugins).
I know jQuery is fairly good at ignoring listeners for page elements that don't exist, but it still has to test their existence when the page loads. I'm also creating a load of vars (including decent sized arrays and objects), but only a few of them are used on each page.
My Question is: What's the best method of cutting down the amount of work each page has to do?
However, I do NOT want to split up the code into separate files. I want to keep all my code in 1 place and for the sake of efficiency I only want to call the server to download JS once (it's only 30kb, smaller than most images).
I've thought of several ways so far:
Put all my code chunks into named functions, and have each page call the functions it needs from inline <script> tags.
Have each page output a variable as the pageID, and for each chunk of have an if statement: if (pageID = 'about' || pageID = 'contact') {code...}
Give each page (maybe the body tag) a class or ID that can be used to identify the chunks that need executing: if ($('.about').length || $('.contact').length) {code...}
Combine 1 and 2 (or 1 and 3), so that each page outputs a variable, and the if statements are all together and call the functions: if (pageID = 'about') {function calls...}
Any other ideas? Or which is the best/most efficient of those?
Your first option will be fastest (by a minute margin).
You'll need to remember to call the functions from the correct pages.
However, don't bother.
Unless you've measured a performance impact in a profiler, there is no need to optimize this much.
I would argue that you are taking more of a performance hit for downloading the 30k then you will ever see from the code execution. That said, you could always test your url to determine the page and run all setup methods through a bootloader that determines the correct functions to run/ events to bind at load time. Something like the following maybe:
$(function(){
var page_methods = {
home : [meth_1, meth_2],
about : [meth_3, meth_2]
},
page = location.pathname.match(/\/(\w)$/)[1],
i = 0,
meth;
for ( ; meth = page_methods[ page ][ i++ ] ; ){
meth();
}
});

Good resources for extreme minified JavaScript (js1k-style)

As I'm sure most of the JavaScripters out there are aware, there's a new, Christmas-themed js1k. I'm planning on entering this time, but I have no experience producing such minified code. Does anyone know any good resources for this kind of thing?
Google Closure Compiler is a good javascript minifier.
There is a good online tool for quick use, or you can download the tool and run it as part of a web site build process.
Edit: Added a non-exhaustive list of tricks that you can use to minify JavaScript extremely, before using a minifier:
Shorten long variable names
Use shortened references to built in variables like d=document;w=window.
Set Interval
The setInterval function can take either a function or a string. Pass in a string to reduce the number of characters used: setInterval('a--;b++',10). Note that passing in a string forces an eval invokation so it will be slower than passing in a function.
Reduce Mathematical Calculations
Example a=b+b+b can be reduced to a=3*b.
Use Scientific Notation
10000 can be expressed in scientific notation as 1E4 saving 2 bytes.
Drop leading Zeroes
0.2 = .2 saves a byte
Ternery Operator
if (a > b) {
result = x;
}
else {
result = y;
}
can be expressed as result=a>b?x:y
Drop Braces
Braces are only required for blocks of more than one statement.
Operator Precedence
Rely on operator precedence rather than adding unneeded brackets which aid code readability.
Shorten Variable Assignment
Rather than function x(){a=1,b=2;...}() pass values into the function, function x(a,b){...}(1,2)
Think outside the box
Don't automatically reach for standard ways of doing things. Rather than using d.getElementById('p') to get a reference to a DOM element, could you use b.children[4] where d=document;b=body.
Original source for above list of tricks:
http://thingsinjars.com/post/293/the-quest-for-extreme-javascript-minification/
Spolto is right.
Any code minifier won't do the trick alone. You need to first optimize your code and then make some dirty manual tweaks.
In addition to Spolto's list of tricks I want to encourage the use of logical operators instead of the classical if else syntax. ex:
The following code
if(condition){
exp1;
}else{
exp2;
}
is somewhat equivalent to
condition&&exp1||exp2;
Another thing to consider might be multiple variable declaration :
var a = 1;var b = 2;var c = 1;
can be rewritten as :
var a=c=1,b=2;
Spolto is also right about the braces. You should drop them. But in addition, you should know that they can be dropped even for blocks of more expressions by writing the expressions delimited by a comma(with a leading ; of course) :
if(condition){
exp1;
exp2;
exp3;
}else{
exp4;
exp5;
}
Can be rewritten as :
if(condition)exp1,exp2,exp3;
else exp4,exp5;
Although it's not much (it saves you only 1 character/block for those who are counting), it might come in handy. (By the way, the latest Google Closure Compiler does this trick too).
Another trick worth mentioning is the controversial with functionality.
If you care more about the size, then you should use this because it might reduce code size.
For example, let's consider this object method:
object.method=function(){
this.a=this.b;
this.c++;
this.d(this.e);
}
This can be rewritten as :
object.method=function(){
with(this){
a=b;
c++;
d(e);
}
}
which is in most cases signifficantly smaller.
Something that most code packers & minifiers do not do is replacing large repeating tokens in the code with smaller ones. This is a nasty hack that also requires the use of eval, but since we're in it for the space, I don't think that should be a problem. Let's say you have this code :
a=function(){/*code here*/};
b=function(){/*code here*/};
c=function(){/*code here*/};
/*...*/
z=function(){/*code here*/};
This code has many "function" keywords repeating. What if you could replace them with a single(unused) character and then evaluate the code?
Here's how I would do it :
eval('a=F(){/*codehere*/};b=F(){/*codehere*/};c=F(){/*codehere*/};/*...*/z=F(){/*codehere*/};'.replace(/function/g,'F'));
Of course the replaced token(s) can be anything since our code is reduced to an evaluated string (ex: we could've replaced =function(){ with F, thus saving even more characters).
Note that this technique must be used with caution, because you can easily screw up your code with multiple text replacements; moreover, you should use it only in cases where it helps (ex: if you only have 4 function tokens, replacing them with a smaller token and then evaluating the code might actually increase the code length :
var a = "eval(''.replace(/function/g,'F'))".length,
b = ('function'.length-'F'.length)*4;
alert("you should" + (a<b?"":" NOT") + " use this technique!");
In the following link you'll find surprisingly good tricks to minify js code for this competition:
http://www.claudiocc.com/javascript-golfing/
One example: (extracted from section Short-circuit operators):
if (p) p=q; // before
p=p&&q; // after
if (!p) p=q; // before
p=p||q; // after
Or the more essoteric Canvas context hash trick:
// before
a.beginPath
a.fillRect
a.lineTo
a.stroke
a.transform
a.arc
// after
for(Z in a)a[Z[0]+(Z[6]||Z[2])]=a[Z];
a.ba
a.fc
a.ln
a.sr
a.to
a.ac
And here is another resource link with amazingly good tricks: https://github.com/jed/140bytes/wiki/Byte-saving-techniques
First off all, just throwing your code into a minifier won't help you that much. You need to have the extreme small file size in mind when you write the code. So in part, you need to learn all the tricks yourself.
Also, when it comes to minifiers, UglifyJS is the new shooting star here, its output is smaller than GCC's and it's way faster too. And since it's written in pure JavaScript it should be trivial for you to find out what all the tricks are that it applies.
But in the end it all comes down to whether you can find an intelligent, small solution for something that's awsome.
Also:
Dean Edwards Packer
http://dean.edwards.name/packer/
Uglify JS
http://marijnhaverbeke.nl/uglifyjs
A friend wrote jscrush packer for js1k.
Keep in mind to keep as much code self-similar as possible.
My workflow for extreme packing is: closure (pretty print) -> hand optimizations, function similarity, other code similarity -> closure (whitespace only) -> jscrush.
This packs away about 25% of the data.
There's also packify, but I haven't tested that myself.
This is the only online version of #cowboy's packer script:
http://iwantaneff.in/packer/
Very handy for packing / minifying JS

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