hasDeepProperty in Node JS & JavaScript [duplicate] - javascript

This question already has answers here:
JS checking deep object property existence [duplicate]
(2 answers)
Closed 6 years ago.
After spending many hours today searching for a specific condition functionality and testing my modified finds. I thought I share my coding snippets and knowledge here. I'm not too good at answering other questions so I thought it would do to post my finds and hope it would benefit others. Since this site has been really helpful with my projects.
Anyway. At some point when you get to a stage scripting more complicated scripts. You'll most likely bump into a problem were you'll need to check deep in objects if a certain property exists. This has occurred mostly with JSON API from my experience.
Example Issue
if (someObject && someObject.nextObject && someObject.nextObject.andAnother) {
// do something if all of this exists
}
Trying to check the deepest property, when one property in the middle doesn't exist, will throw a reference error.
ReferenceError: something is not defined
At some point these can get really long and messy to work with. Which is pretty much silly.
Trying to Tidy Like That Makes JSLint Complain & Can Be Harder for Another Scripter to Read
JSLint doesn't like when code ends up like this when scripters try to reduce the amount of characters on one line. Even I find it more difficult to read with other nested conditions together:
if (someObject
&& someObject.nextObject
&& someObject.nextObject.andAnother) {
// do something if all of this exists
}

There's multiple ways of making this less clutter. Below is an example of some different versions of snippet functions for this object.
var object = {
nextObject: {
anArray: [{
value: true
}]
}
};
Boolean Function with String Perimeter
var hasDeepProperty = function (obj, pathString) {
var i, properties = pathString.split("."), l = properties.length;
for (i = 0; i < l; i++) {
if (obj.hasOwnProperty(properties[i])) {
obj = obj[properties[i]];
} else {
return false;
}
}
return true;
};
console.log(hasDeepProperty(object, "nextObject.0.value")); // returns true
console.log(hasDeepProperty(object, "nextObject.doesNotExist.value")); // returns false
Boolean Function with Array Perimeter
var hasDeepProperty = function (obj, pathArray) {
var i, properties = pathArray, l = properties.length;
for (i = 0; i < l; i++) {
if (obj.hasOwnProperty(properties[i])) {
obj = obj[properties[i]];
} else {
return false;
}
}
return true;
};
console.log(hasDeepProperty(object, ["nextObject", 0, "value"])); // returns true
console.log(hasDeepProperty(object, ["nextObject", "doesNotExist", "value"])); // returns false
Prototype Boolean Function with String Perimeter
Object.prototype.hasDeepProperty = function (pathString) {
var i, properties = new String(pathString).split("."), l = properties.length, obj = new Object(this);
for (i = 0; i < l; i++) {
if (obj.hasOwnProperty(properties[i])) {
obj = obj[properties[i]];
} else {
return false;
}
}
return true;
};
console.log(object.hasDeepProperty("nextObject.0.value")); // returns true
console.log(object.hasDeepProperty("nextObject.doesNotExist.value")); // returns false
Prototype Boolean Function with Array Perimeter
Object.prototype.hasDeepProperty = function (pathArray) {
var i, properties = pathArray, l = properties.length, obj = new Object(this);
for (i = 0; i < l; i++) {
if (obj.hasOwnProperty(properties[i])) {
obj = obj[properties[i]];
} else {
return false;
}
}
return true;
};
console.log(object.hasDeepProperty(["nextObject", 0, "value"])); // returns true
console.log(object.hasDeepProperty(["nextObject", "doesNotExist", "value"])); // returns false
I'm aware that declaring with the new keyword that isn't a function simulated as a class is discouraged. But for some reason Prototype causes slice method not to exist for string and same for hasOwnProperty for the object.
I hope others find this useful and there be something like this to be added on the next version of JavaScript.
This my first: post my own QnA. And Happy New Year everyone.

Related

Get object out of observable array

Why is m "undefined" in this code:
currentViewModel = ko.mapping.fromJS(viewModel);
currentViewModel.getReport = function(reportId) {
for(var i=0;i<currentViewModel.availableReports().length;i++) {
if(currentViewModel.availableReports()[i].id == reportId) {
var m = currentViewModel.availableReports()[i];
return currentViewModel.availableReports()[i];
}
}
}
I call getReport() as an onclick event and I want to send the report object to a view (modal) I can do a foreach on the availableReports and it's all there. When I run through the debugger, it loops through the array and finds the right one. But why can't I pull it out of the array? "m" remains undefined the the function returns undefined.
What am I missing here?
EDIT: there is a follow up question here:
Can knockout.js wait to bind until an onClick?
You just need to change if(currentViewModel.availableReports()[i].id ... to if(currentViewModel.availableReports()[i].id() ... because after mapping id will become an observable, i.e. function.
Updated code:
currentViewModel = ko.mapping.fromJS(viewModel);
currentViewModel.getReport = function(reportId) {
for (var i = 0; i < currentViewModel.availableReports().length; i++) {
if (currentViewModel.availableReports()[i].id() == reportId) {
var m = currentViewModel.availableReports()[i];
return currentViewModel.availableReports()[i];
}
}
}
Demo - Fiddle.
I'll repeat the solution from #NikolayErmakov's answer here, but want to add two things to get a more complete answer. You end with:
...m remains undefined and the function returns undefined.
What am I missing here?
You're missing two things:
The var m bit of the first statement inside the if is hoisted to the top of the current scope (the top of the function). This is why the debugger can tell you what m is, even if you never reach the line of code it's on.
If a function invocation reaches the end of a function (as is the case for you, since you never go inside the if) without seeing an explicit return statement, it will return undefined.
To better understand this, you should interpret your function like this:
currentViewModel.getReport = function(reportId) {
var m;
for (var i = 0; i < currentViewModel.availableReports().length; i++) {
if (currentViewModel.availableReports()[i].id == reportId) {
m = currentViewModel.availableReports()[i];
return currentViewModel.availableReports()[i];
}
}
return undefined;
}
Some people (e.g. Douglas Crockford) do recommend placing var statements at the top of a function, though it's a matter of style to some degree. I don't think many people explicitly return undefined at the end of a function, though in your case I might be explicit about that scenario and return null (or throw an Error even).
As promised, I'll repeat the actual solution, as I concur with the other answer:
you need to invoke id as a function to get its value (because the mapping plugin will map to observable()s.
In addition:
I'd retrieve the array only once
I'd suggest using === instead of ==
Here's my v0.5 version:
currentViewModel.getReport = function(reportId) {
var m = null, reports = currentViewModel.availableReports();
for (var i = 0; i < reports.length; i++) {
if (reports[i].id() === reportId) {
m = reports[i];
return m;
}
}
return m;
}
But I'd optimize it to this v1.0:
currentViewModel.getReport = function(reportId) {
var reports = currentViewModel.availableReports();
for (var i = 0; i < reports.length; i++) {
if (reports[i].id() === reportId) {
return reports[i];
}
}
return null;
}
For completeness, here's another version that utilizes filter on arrays:
currentViewModel.getReport = function(reportId) {
var reports = currentViewModel.availableReports().filter(function(r) { return r.id() === reportId; });
return reports.length >= 1 ? reports[0] : null;
}

Possible to ignore Cannot read property '0' of undefined? [duplicate]

This question already has answers here:
How to avoid 'cannot read property of undefined' errors?
(18 answers)
Closed 2 years ago.
I am creating a personal script that in some instances gets the error:
Cannot read property '0' of undefined
I have something like this
item["OfferSummary"][0]["LowestUsedPrice"][0]["FormattedPrice"]
Is it possible to completely ignore/override this error so that it just prints n/a or -- in that scenario?
You can use try and catch to perform error handling.
You can use a boilerplate function to do so:
function get(obj, property) {
if (Array.isArray(property)) {
var current = obj;
for (var i = 0, l = property.length; i < l; ++i) {
if (Object(current) === current) current = current[property[i]];
else {
current = undefined;
break;
}
}
return current;
}
if (Object(obj) === obj) return obj[property];
}
Pass either a string or an array to get to find the property -- if not found, undefined will be returned.
Example:
get(window, ['location', 'href']); // "http://stackoverflow.com..."
get(Number, 'MAX_VALUE'); // 1.7976931348623157e+308
Even if you can use try and catch I wouldn't do that, I prefer avoid errors at all, so you'd just need to check the object you're reading:
if(item && item["OfferSummary"].length && item["OfferSummary"][0]["LowestUsedPrice"].length) {
//then do whatever
}
if you know that item is always defined you can avoid to check it in the if.
Similar to Qantas' answer, but using an in test. Always expects the property list to be an array, I can't see the point of using this to get a single property so no concession for that case:
function get2(obj, prop) {
for (var i=0, iLen=prop.length - 1; i<iLen; i++) {
if (typeof obj[prop[i]] == 'object') {
obj = obj[prop[i]];
} else {
// Property not found, return undefined (or other suitable value)
return;
}
}
return obj[prop[i]];
}
var foo = {foo:{bar:{meh:'meh!'}}};
var fum = {meh:'meh!'};
console.log(get2(foo,['foo','bar','meh'])); // meh!
console.log(get2(fum,['meh'])); // meh!
console.log(get2(Number,['MAX_VALUE'])); // 1.7976931348623157e+308
console.log(get2(Object,['prototype','toString'])); // function toString() { ... }
Edit
Per Qantas' comment, the test has been updated.

Pointers and array class in javascript [duplicate]

This question already has an answer here:
Double-Queue Code needs to be reduced
(1 answer)
Closed 9 years ago.
Is there any way for me to shorten this code by using pointers?
I need to make a class that has mostly the same function as a given array class unshift,shift,push and pop but with different names.
var makeDeque = function()
{
var a= [], r=new Array(a);
length = r.length=0;
pushHead=function(v)
{
r.unshift(v);
}
popHead=function()
{
return r.shift();
}
pushTail=function(v)
{
r.push(v);
}
popTail=function()
{
return r.pop();
}
isEmpty=function()
{
return r.length===0;
}
return this;
};
(function() {
var dq = makeDeque();
dq.pushTail(4);
dq.pushHead(3);
dq.pushHead(2);
dq.pushHead("one");
dq.pushTail("five");
print("length " + dq.length + "last item: " + dq.popTail());
while (!dq.isEmpty())
print(dq.popHead());
})();
Output should be
length 5last item: five
one
2
3
4
Thanks!
Maybe I'm oversimplifying, but why not just add the extra methods you need to the Array prototype and call it directly?
I need to make a class that has mostly the same function as a given array class unshift,shift,push and pop but with different names.
I suppose you could add these "new" methods to Array.prototype.
Like this perhaps?
var makeDeque = (function (ap) {
var Deque = {
length: 0,
pushHead: ap.unshift,
popHead: ap.shift,
pushTail: ap.push,
popTail: ap.pop,
isEmpty: function () {
return !this.length;
}
};
return function () {
return Object.create(Deque);
};
})(Array.prototype);
DEMO
If it's still too long, you can always directly augment Array.prototype like others already mentionned. We agree that it's all experimental here and the only goal is to save characters.
!function (ap) {
ap.pushHead = ap.unshift;
ap.popHead = ap.shift;
ap.pushTail = ap.push;
ap.popTail = ap.pop;
ap.isEmpty = function () {
return !this.length;
};
}(Array.prototype);
function makeDeque() {
return [];
}
This can be compressed to 174 chars:
function makeDeque(){return[]}!function(e){e.pushHead=e.unshift;e.popHead=e.shift;e.pushTail=e.push;e.popTail=e.pop;e.isEmpty=function(){return!this.length}}(Array.prototype)
DEMO
Not sure why you need this, but my suggestions per best practice are:
Don't override the Array.prototype. The reason for this is because other libraries might try to do the same, and if you include these libraries into yours, there will be conflicts.
This code is not needed. var a= [], r=new Array(a);. You only need ...a = [];.
Ensure you are creating a real class. In your code, makeDeque is not doing what you want. It is returning this which when a function is not called with the new keyword will be the same as the window object (or undefined if you are using what is called as "strict mode"). In other words, you have made a lot of globals (which are usually a no-no, as they can conflict with other code too).
When you build a class, it is good to add to the prototype of your custom class. This is because the methods will only be built into memory one time and will be shared by all such objects.
So I would first refactor into something like this:
var makeDeque = (function() { // We don't need this wrapper in this case, as we don't have static properties, but I've kept it here since we do want to encapsulate variables in my example below this one (and sometimes you do need static properties).
function makeDeque () {
if (!(this instanceof makeDeque)) { // This block allows you to call makeDeque without using the "new" keyword (we will do it for the person using makeDeque)
return new makeDeque();
}
this.r = [];
this.length = 0;
}
makeDeque.prototype.setLength = function () {
return this.length = this.r.length;
};
makeDeque.prototype.pushHead=function(v) {
this.r.unshift(v);
this.setLength();
};
makeDeque.prototype.popHead=function() {
return this.r.shift();
this.setLength();
};
makeDeque.prototype.pushTail=function(v){
this.r.push(v);
this.setLength();
};
makeDeque.prototype.popTail=function() {
return this.r.pop();
this.setLength();
};
makeDeque.prototype.isEmpty=function() {
return this.r.length === 0;
};
return makeDeque;
}());
Now you could shorten this as follows, but I wouldn't recommend doing this, since, as it was well said by Donald Knuth, "premature optimization is the root of all evil". If you try to shorten your code, it may make it inflexible.
var makeDeque = (function() {
function makeDeque () {
if (!(this instanceof makeDeque)) {
return new makeDeque();
}
this.r = [];
this.length = 0;
}
makeDeque.prototype.setLength = function () {
return this.length = this.r.length;
};
for (var i=0, methodArray = [
['pushHead', 'unshift'], ['popHead', 'shift'], ['pushTail', 'push'], ['popTail', 'pop']
]; i < methodArray.length; i++) {
makeDeque.prototype[methodArray[i][0]] = (function (i) { // We need to make a function and immediately pass in 'i' here because otherwise, the 'i' inside this function will end up being set to the value of 'i' after it ends this loop as opposed to the 'i' which varies with each loop. This is a common "gotcha" of JavaScript
return function () {
var ret = this.r[methodArray[i][1]].apply(this.r, arguments);
this.setLength();
return ret;
};
}(i));
}
makeDeque.prototype.isEmpty=function() {
return this.r.length === 0;
};
return makeDeque;
}());
If you need to get the length by a length property, as opposed to a method like setLength() which sets it manually after each update, either of the above code samples could be shortened by avoiding the setLength() method, but you'd need to use the Object.defineProperty which does not work (or does not work fully) in older browsers like IE < 9.

Constructor and Method chaining with a superclass in JavaScript

I am having a little trouble with my code. I understand the concept of method chaining and constructor chaining but can't get it to work right. Here is what I have so far:
function Set() {
this.values = [];
}
Set.prototype.add = function() {
for (i = 0; i < arguments.length; i++) {
this.values.push(arguments[i]);
}
}
var regSet = new Set();
regSet.add(10, 11, null);
console.log(regSet.values); // → [10, 11, null];
function NonNullSet() {
Set.apply(this, arguments);
}
NonNullSet.prototype = Object.create(Set.prototype);
NonNullSet.prototype.constructor = NonNullSet;
NonNullSet.prototype.add = function () {
for (var i = 0; i < arguments.length; i++) {
if (arguments[i] == null || arguments[i] == undefined) {
throw new Error("Can't add null or undefined");
}
}
return Set.prototype.add.apply(this, arguments);
}
var nonNull = new NonNullSet();
nonNull.add(10, 12, null);
console.log(nonNull.values); // → undefined
As you can see from the code above, nonNullSet is a subclass of Set and I am trying to augment the add method by checking for null or undefined values. If they exist, just continuing looping. If they are valid values, call the add method of the Set super class, rather than rewriting it.
To me, this looks right and I am not getting the results I want, so something isn't right. What am I doing wrong here?
I see two problems:
continue skips to the next loop iteration, but the loop doesn't do anything anyway, so continue-ing inside it doesn't change anything. Instead, you should actually call Set.add inside your loop, giving it one element at a time — but only if the element is non-null.
console.log(nonNullSet.values) should be console.log(nonNull.values): nonNullSet is your constructor, nonNull is your instance.
Also, not exactly problems, but other things you should improve:
You should capitalize NonNullSet.
Inside Set.prototype.add, you should make i a local variable, by using the var keyword.
Your variable-names contain null, but instead of checking for nullity, you check for falsiness. (null is falsy, of course, but so are some other things.) I think this is a bit confusing.

Weird Event Listening in ActionScript3

I have a weird quirk in ActionScript. I need to pass the index to a callback function.
Here is my code
for (var i:Number = 0; ((i < arrayQueue.length) && uploading); i++)
{
var lid:ListItemData=ListItemData(arrayQueue[i]);
var localI:Number= new Number(i); // to copy?
var errorCallback:Function = function():void { OnUploadError(localI); };
var progressCallback:Function = function(e:ProgressEvent):void { lid.progress = e; OnUploadProgress(localI); };
var completeCallback:Function = function():void { Alert.show('callback'+localI.toString()); OnUploadComplete(localI); }; // localI == arrayQueue.length - 1 (when called)
Alert.show(localI.toString()); // shows current i as expected
lid.fileRef.addEventListener(Event.COMPLETE, completeCallback);
lid.fileRef.addEventListener(ProgressEvent.PROGRESS, progressCallback);
lid.fileRef.addEventListener(HTTPStatusEvent.HTTP_STATUS, errorCallback);
lid.fileRef.addEventListener(IOErrorEvent.IO_ERROR, errorCallback);
lid.fileRef.addEventListener(SecurityErrorEvent.SECURITY_ERROR, errorCallback);
lid.fileRef.upload(url, 'File');
}
Any idea on how to pass in the index to my callbacks? .upload does not block.
Passing additional parameters for your callbacks is possible via some kind of delegate function or closure. However it is often considered a bad practice. You may use event target property instead to determine your index based on FileReference.
Edit: here is a sample of using closures:
function getTimerClosure(ind : int) : Function {
return function(event : TimerEvent) {
trace(ind);
};
}
for (var i = 0; i < 10; i++) {
var tm : Timer = new Timer(100*i+1, 1);
tm.addEventListener(TimerEvent.TIMER, getTimerClosure(i));
tm.start();
}
This will continuously trace numbers from 0 to 9.
Edit2: here is a sample of creating a delegate based on a function closure:
function timerHandler(event : Event, ...rest) : void {
trace(event, rest);
}
function Delegate(scope : Object, func : Function, ...rest) : Function {
return function(...args) : void {
func.apply(scope, args.concat(rest));
}
}
var tm : Timer = new Timer(1000, 1);
tm.addEventListener(TimerEvent.TIMER, Delegate(this, this.timerHandler, 1, 2, 3));
tm.start();
However this is a bad approach since unsubscribing for such a listener is a hell pain. This in turn will probably cause some memory leakages, which will decrease overall performance of your application. So, use with caution!
Bottom line: if you know how to work with closures, use them - it is a wonderful thing! If you don't care about your application performance in a long perspective, use closures - it's simple!
But if you are unsure about closures, use a more conventional approach. E.g. in your case you could create a Dictionary that matches your FileReference objects to appropriate indices. Something like that:
var frToInd : Dictionary = new Dictionary(false);
// false here wouldn't prevent garbage collection of FileReference objects
for (var i : int = 0; i < 10; i++) {
// blah-blah stuff with `lib` objects
frToInd[lib.fileRef] = i;
// another weird stuff and subscription
}
function eventListener(event : Event) : void {
// in the event listener just look up target in the dictionary
if (frToInd[event.target]) {
var ind : int = frToInd[event.target];
} else {
// Shouldn't happen since all FileReferences should be in
// the Dictionary. But if this happens - it's an error.
}
}
-- Happy coding!
I have a weird quirk in ActionScript
It's not a quirk, it's variable scope. You should read this article: http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7f9d.html#WS5b3ccc516d4fbf351e63e3d118a9b90204-7f8c
And you really shouldn't use anonymous, it just makes everything more confusing. You're actually making multiple copies of the same object.
If the arrayQueue is in scope, you can use this code to get the index:
GetArrayIndex(e.currentTarget);
function GetArrayIndex(object:Object):Number
{
for(var i:Number = 0; 0 < arrayQueue.length; i++)
{
if(object === arrayQueue[i])
return i;
}
}
You should consider using an uint for the index.

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