Printing trees in javascript - javascript

I need to print my tree but I don't know how to do it. I guess I may use recursion. I wonder if there are any easier ways? Here is the code.
var tree = new Object();
string = "23*4+5-";
tree = MakeMeATree(string, string.length - 1);
function MakeMeATree(string, t)
{
var tree = {};
if (t == 0) return;
tree.name = string.charAt(t);
t--;
if ( isOperand(string.charAt(t)))
{
tree.left = string.charAt(t);
tree.right = string.charAt(t-1);
t--;
tree.left = MakeMeATree(string, t);
}
if ( isOperand(string.charAt(t-1)))
{
tree.left = string.charAt(t-1);
tree.right = string.charAt(t);
t--;
tree.left = MakeMeATree(string, t);
}
else
{
tree.left = string.charAt(t);
tree.right = string.charAt(t-1);
t--;
}
return tree;
}
Also I am not sure about returnings, I mean should I use return tree both times? or just in the end?
UPD:
This function works I guess
PrintMeTree(tree);
function PrintMeTree(tree)
{
while (tree.name != undefined && tree.left != undefined && tree.right != undefined)
{
WScript.Echo(tree.name + " " + tree.left + " " + tree.right);
PrintMeTree(tree.left)
PrintMeTree(tree.right)
return;
}
}

This will make you a tree.
function isOperand(term) {
return /[0-9]/.test(term);
}
function MakeMeATree(string) {
var p = string.length - 1;
function consumeTree() {
var op = string.charAt(p--);
if (isOperand(op)) {
return op;
} else {
var right = consumeTree();
var left = consumeTree();
return {
name: op,
left: left,
right: right
};
}
}
return consumeTree();
}
var tree = MakeMeATree("23*5+5-");
console.log(JSON.stringify(tree));
/*
{
"name":"-",
"left":{
"name":"+",
"left":{
"name":"*",
"left":"2",
"right":"3"
},
"right":"5"
},
"right":"5"
}
*/

Related

Recursion troubles with "return undefined" (JavaScript)

I'm stuck with recursion. I've read a few similar questions, but it brought me no relief.
My function works well inside, but it returns "undefined" at the end.
I have a binary tree. Now I'm trying to make a function, which can get me an answer: if any nodes on this level have children.
class tree_node {
constructor(n_array, parent) {
this.n_array = n_array;
this.has_children = false;
this.children = [];
if (parent != null) {
this.parent = parent;
this.level = this.parent.level + 1;
}
else {
this.level = 0;
}
// run the tree
this.child();
}
child() {
if (this.n_array.length != 1) {
this.has_children = true;
let m = Math.floor(this.n_array.length / 2);
let l = this.n_array.slice(0, m);
let r = this.n_array.slice(m);
const left = new tree_node(l, this);
const right = new tree_node(r, this);
this.children.push(left, right);
}
else return 0
}
get_if_node_has_children(node, level) {
console.log(node.level, node.has_children)
if (node.has_children && node.level < level) {
console.log("in loop")
node.children.forEach(element => {
return element.get_if_node_has_children(element, level);
});
}
else {
console.log("first else")
if (node.level == level && node.has_children) {
console.log("node.level == level && node.has_children " + node.n_array)
return true;
}
else {
console.log("return false")
return false;
}
}
}
show() {
console.log(this.n_array + " | Level: " + this.level + ". " + this.branch + " Has children = " + this.has_children);
if (this.has_children) {
this.children.forEach(element => {
return element.show();
});
}
else {
return 0;
}
}
}
get_if_node_has_children(node, level) work inside, so to speak. I've expected the exact behaviour and log. Except on thing: function returns "undefined". But I have no idea where I missed the point.
let root = [];
class tree_node {
constructor(n_array, parent) {
this.n_array = n_array;
this.has_children = false;
this.children = [];
// при создании экземпляра класса то parent == null
if (parent != null) {
this.parent = parent;
this.level = this.parent.level + 1;
} else {
this.level = 0;
}
// run the tree
this.child();
}
child() {
if (this.n_array.length != 1) {
this.has_children = true;
let m = Math.floor(this.n_array.length / 2);
let l = this.n_array.slice(0, m);
let r = this.n_array.slice(m);
const left = new tree_node(l, this);
const right = new tree_node(r, this);
this.children.push(left, right);
} else return 0
}
get_if_node_has_children(node, level) {
console.log(node.level, node.has_children)
if (node.has_children && node.level < level) {
console.log("in loop")
node.children.forEach(element => {
return element.get_if_node_has_children(element, level);
});
} else {
console.log("first else")
if (node.level == level && node.has_children) {
console.log("node.level == level && node.has_children " + node.n_array)
return true;
} else {
console.log("return false")
return false;
}
}
}
show() {
console.log(this.n_array + " | Level: " + this.level + ". " + "Has children = " + this.has_children);
if (this.has_children) {
this.children.forEach(element => {
return element.show();
});
} else {
return 0;
}
}
// CLASS END ===========================
}
root = new tree_node([1, 3, 5, 7, 9, ])
console.log("=== root.show() ===")
root.show();
console.log("=== let a = root.get_if_node_has_children(root, 2) ===")
let a = root.get_if_node_has_children(root, 2)
console.log(" a is " + a)
There are two problems:
return inside a callback (for instance, your forEach callback) just returns from the callback, not the function that called forEach. In general, in modern code, use for-of unless you need the index of the element.
You're not checking the result of the recursive call before returning it. But if the first child node you call it on returns false, you want to keep looking, rather than immediately returning false.
Fixing both:
get_if_node_has_children(node, level) {
console.log(node.level, node.has_children)
if (node.has_children && node.level < level) {
console.log("in loop")
for (const element of node.children) { // *** #1, using `for-of` instead of `forEach` so we can return below
const hasChild = element.get_if_node_has_children(element, level);
if (hasChild) { // *** #2, only return here if you got `true`
return true; // ***
} // ***
}
return false; // *** #2 part 2 -- didn't find it anywhere, return `false`
} else {
console.log("first else")
if (node.level == level && node.has_children) {
console.log("node.level == level && node.has_children " + node.n_array)
return true;
} else {
console.log("return false")
return false;
}
}
}
I'd reorganize that slightly though, which is easier if I remove some no-longer-needed logging:
get_if_node_has_children(node, level) {
console.log(node.level, node.has_children)
if (node.has_children) {
if (node.level === level) {
return true;
}
if (node.level < level) {
for (const element of node.children) {
if (element.get_if_node_has_children(element, level)) {
return true;
}
}
}
}
return false;
}

JavaScript: multiple instances wrong reference to private property

In the fiddle is a "class" I have written to manage navigation over the data model and a test which shows that multiple instances (starting from second) of this "class" are referencing something wrong.
https://jsfiddle.net/btvmnaxc/
(outputs to console)
Expected output would be
[{"name":"xx"}]
[{"name":"yy"}]
But after setting Elements via setElements, in other methods Elements is empty, strangely only after creating the second instance. I could think that setElements overwrites the reference, but why other methods keep this old reference instead of getting a new one from the var.
Could somebody explain this behavior?
P.S. I probably can think on a solution, as packing vars in a property which is an object.
function Pagination() {
var props = {Elements:[], ...}
}
P.S.S
function Pagination() {
var that = this;
var Elements = [0,1];
var Frame = [];
var FrameNumber = 0;
var EntitiesPerFrame = 25;
var FrameChangedCB = [];
this.subscribeFrameChange = function(cb) {
if (typeof cb === "function") {
FrameChangedCB.push(cb);
} else {
throw new Error("Not a function");
}
}
this.setEntitiesPerFrame = function(entities_per_frame) {
entities_per_frame = parseInt(entities_per_frame);
if (entities_per_frame > 0) {
EntitiesPerFrame = entities_per_frame;
while (!this.canDisplayFrame(FrameNumber) && FrameNumber > 0) {
FrameNumber--;
}
calculateFrame();
}
}
frameChanged = function() {
FrameChangedCB.forEach(function(cb) {
cb();
});
}
this.setElements = function(elements) {
if (Array.isArray(elements)) {
Elements = elements;
calculateFrame();
console.log("qq");
} else {
throw new Error("Can only work with arrays");
}
}
this.getStart = function() {
return FrameNumber * EntitiesPerFrame;
}
this.getEnd = function() {
var end = (FrameNumber + 1) * EntitiesPerFrame;
return end > Elements.length ? Elements.length : end;
}
this.getEntitiesPerFrame = function() {
return EntitiesPerFrame;
}
calculateFrame = function() {
var start = that.getStart();
var end = that.getEnd();
if (that.canDisplayFrame(FrameNumber)) {
Frame = Elements.slice(
start,
end
);
frameChanged();
} else {
throw new Error("Boundaries");
}
}
this.canDisplayFrame = function(nr) {
nr = parseInt(nr);
var can = false;
var start = nr * EntitiesPerFrame
var end = (nr + 1) * EntitiesPerFrame;
if (start <= Elements.length && nr >= 0) {
can = true;
}
return can;
}
this.getFrame = function() {
return Frame;
}
this.next = function() {
return this.goto(FrameNumber + 1);
}
this.prev = function() {
return this.goto(FrameNumber - 1);
}
this.goto = function(frame_nr) {
var changed = false;
if (that.canDisplayFrame(frame_nr)) {
FrameNumber = parseInt(frame_nr);
calculateFrame();
changed = true;
}
return changed;
}
this.getLength = function() {
return Elements.length;
}
}
var b = new Pagination();
var a = new Pagination();
a.setElements([{name: 'xx'}]);
b.setElements([{name: 'yy'}]);
console.log(JSON.stringify(a.getFrame()));
console.log(JSON.stringify(b.getFrame()));
This is happening because you are abusing implicit globals.
Your Pagination function contains two places where a function is assigned to an identifier without using var:
calculateFrame = function() {
var start = that.getStart();
var end = that.getEnd();
if (that.canDisplayFrame(FrameNumber)) {
Frame = Elements.slice(
start,
end
);
frameChanged();
} else {
throw new Error("Boundaries");
}
}
This will assign this function to a global variable named calculateFrame and any call to calculateFrame() will be calling whichever of those was assigned last (and therefore be using whatever scope it has access to).
To fix this, use var:
var calculateFrame = function() {
var start = that.getStart();
var end = that.getEnd();
if (that.canDisplayFrame(FrameNumber)) {
Frame = Elements.slice(
start,
end
);
frameChanged();
} else {
throw new Error("Boundaries");
}
}
Or better yet, use a named function declaration:
function calculateFrame() {
var start = that.getStart();
var end = that.getEnd();
if (that.canDisplayFrame(FrameNumber)) {
Frame = Elements.slice(
start,
end
);
frameChanged();
} else {
throw new Error("Boundaries");
}
}
After fixing the two places where you have this issue, the snippet outputs the expected result.
function Pagination() {
var that = this;
var Elements = [0, 1];
var Frame = [];
var FrameNumber = 0;
var EntitiesPerFrame = 25;
var FrameChangedCB = [];
this.subscribeFrameChange = function(cb) {
if (typeof cb === "function") {
FrameChangedCB.push(cb);
} else {
throw new Error("Not a function");
}
}
this.setEntitiesPerFrame = function(entities_per_frame) {
entities_per_frame = parseInt(entities_per_frame);
if (entities_per_frame > 0) {
EntitiesPerFrame = entities_per_frame;
while (!this.canDisplayFrame(FrameNumber) && FrameNumber > 0) {
FrameNumber--;
}
calculateFrame();
}
}
function frameChanged() {
FrameChangedCB.forEach(function(cb) {
cb();
});
}
this.setElements = function(elements) {
if (Array.isArray(elements)) {
Elements = elements;
calculateFrame();
console.log("qq");
} else {
throw new Error("Can only work with arrays");
}
}
this.getStart = function() {
return FrameNumber * EntitiesPerFrame;
}
this.getEnd = function() {
var end = (FrameNumber + 1) * EntitiesPerFrame;
return end > Elements.length ? Elements.length : end;
}
this.getEntitiesPerFrame = function() {
return EntitiesPerFrame;
}
function calculateFrame() {
var start = that.getStart();
var end = that.getEnd();
if (that.canDisplayFrame(FrameNumber)) {
Frame = Elements.slice(
start,
end
);
frameChanged();
} else {
throw new Error("Boundaries");
}
}
this.canDisplayFrame = function(nr) {
nr = parseInt(nr);
var can = false;
var start = nr * EntitiesPerFrame
var end = (nr + 1) * EntitiesPerFrame;
if (start <= Elements.length && nr >= 0) {
can = true;
}
return can;
}
this.getFrame = function() {
return Frame;
}
this.next = function() {
return this.goto(FrameNumber + 1);
}
this.prev = function() {
return this.goto(FrameNumber - 1);
}
this.goto = function(frame_nr) {
var changed = false;
if (that.canDisplayFrame(frame_nr)) {
FrameNumber = parseInt(frame_nr);
calculateFrame();
changed = true;
}
return changed;
}
this.getLength = function() {
return Elements.length;
}
}
var b = new Pagination();
var a = new Pagination();
a.setElements([{
name: 'xx'
}]);
b.setElements([{
name: 'yy'
}]);
console.log(a.getFrame());
console.log(b.getFrame());

Profiling Javascript in PyV8

I have a JS codebase running within PyV8. Now I'd like to improve its performance, but there don't seem to be any hooks to enable the V8 profiler. In an older trunk version of PyV8 there are some options referencing the profiler but I don't find any documentation on it. Do you have any idea on how to profile in PyV8 without me having to rewrite the Python-to-JS wrapper?
Do you know of any JS-only-framework that uses monkey patching in order to generate a timing profile? It's not a big deal if there is some overhead involved - better than not having a profile at all.
At the end I've found the hint I needed in the book 'Pro Javascript Design Patterns': Use a closure together with func.apply to apply instrumentation on functions. Unfortunately, the JS way of decorating functions is not quite as clean as Python's - but hey, it works and I get the information I need to drill down into the code's performance characteristics.
profile.js
function mod_profiler() {
var profile_by_function_name = {};
var total_time = 0;
var time_counting_for_function = null;
function get_function_name(func) {
var result = func.toString();
result = result.substr('function '.length);
result = result.substr(0, result.indexOf('('));
return result;
}
function update_profile(function_name, elapsed_time) {
var profile = profile_by_function_name[function_name];
if (profile === undefined) {
profile = {calls:0, elapsed_time:0};
profile_by_function_name[function_name] = profile;
}
profile.calls += 1;
profile.elapsed_time += elapsed_time;
if (time_counting_for_function === function_name) {
total_time += elapsed_time;
}
}
function profile(func) {
function profiled() {
var function_name = get_function_name(func);
if (time_counting_for_function === null) {
time_counting_for_function = function_name;
}
var start_time = new Date().getTime()
var result = func.apply(undefined, arguments);
var elapsed_time = new Date().getTime() - start_time;
update_profile(function_name, elapsed_time);
if (time_counting_for_function === function_name) {
time_counting_for_function = null;
}
return result;
}
return profiled;
}
function get_formatted_result() {
function get_whitespace(length) {
var result = "";
for (var i = 0; i < length; i++) {
result += " ";
}
return result;
}
var function_names = Object.keys(profile_by_function_name);
var function_names_sorted_by_elapsed_time = function_names.sort(function (a,b) {
var elapsed_a = profile_by_function_name[a].elapsed_time;
var elapsed_b = profile_by_function_name[b].elapsed_time;
if (elapsed_a < elapsed_b) {
return 1;
}
if (elapsed_a > elapsed_b) {
return -1;
}
return 0;
});
var max_name_length = 0;
for (var i = 0; i < function_names_sorted_by_elapsed_time.length; i++) {
if (function_names_sorted_by_elapsed_time[i].length > max_name_length) {
max_name_length = function_names_sorted_by_elapsed_time[i].length;
}
}
var result = "\n" + get_whitespace(max_name_length) + " " + "#calls\telapsed\t% of total\n";
for (var i = 0; i < function_names_sorted_by_elapsed_time.length; i++) {
if (total_time === 0) {
break;
}
var function_name = function_names_sorted_by_elapsed_time[i];
var percentage_elapsed = profile_by_function_name[function_name].elapsed_time * 100 / total_time;
if (percentage_elapsed < 0.3) {
break;
}
result += function_name + ":" + get_whitespace(max_name_length - 1 - function_name.length) + profile_by_function_name[function_name].calls + "\t" + profile_by_function_name[function_name].elapsed_time + "\t" + percentage_elapsed.toFixed(2) + "\n";
}
result += "==========\n";
result += "total time accounted for [ms]: " + total_time;
return result;
}
return {
profile: profile,
get_formatted_result: get_formatted_result
}
}
my_module_1.js
function mod_1(profiler_param) {
var profiler = profiler_param;
function my_private_func() {
return "hello world2";
}
if (typeof(profiler) === 'object' && profiler !== null) {
render_user_menu = profiler.profile(render_user_menu);
} //private functions need the instrumentation to be added manually or else they're not included in the profiling.
function my_public_func1() {
return "hello world";
}
function my_public_func2(input1, input2) {
return my_private_func() + input1 + input2;
}
//public functions get the instrumentations automatically as long as they're called from outside the module
var public_function_by_names = {
my_public_func1: my_public_func1
my_public_func2: my_public_func2
}
var result = {};
var public_function_names = Object.keys(public_function_by_names);
for (var i = 0; i < public_function_names.length; i++) {
var func = public_function_by_names[public_function_names[i]];
if (typeof(profiler) === 'object' && profiler !== null) {
result[public_function_names[i]] = profiler.profile(func);
}
else {
result[public_function_names[i]] = func;
}
}
return result;
}
PyV8 side
with X4GEJSContext(extensions=['profile', 'my_module_1']) as ctx:
if self.enable_profiling == True:
ctx.eval("var profiler = mod_profiler();")
ctx.eval("var mod1 = mod_1(profiler);")
#note: you can pass profiler to as many modules as you want and they get instrumented together.
logging.info(ctx.eval("mod1.my_public_func_1() + mod1.my_public_func_2('a', 3);"))
logging.info(ctx.eval("profiler.get_formatted_result();"))
else:
ctx.eval("var mod1 = mod_1();") #it still works without the profiler
Output
"hello worldhelloworld2a3"
#calls elapsed % of total
my_public_func1: 1 31 50.00
my_public_func2: 1 31 50.00
my_private_func: 1 31 50.00
==========
total time accounted for [ms]: 62

How does Javascript evaluate the right parenthesis?

I'm working on a calculator that takes an expression such as (5+4) and evaluates it by passing the buttons pressed to an array, and then building a parse tree from the data in the array.
What's interesting/strange, is that my code won't push the value of the right parenthesis to the array. Here is my code, could someone help me out?
The console.log activeButton shows that is the value of the button being pressed, but even when I placed calcArray.push() outside the if statements it would not push ) to an array.
$(document).ready(function(){
var calcArray = new Array();
$("input").click(function(){
var activeButton = this.value;
console.log(activeButton);
if(!isNaN(activeButton))
{
calcArray.push(parseInt(activeButton));
console.log(calcArray);
}
else if(activeButton === "=")
{
evaluate(buildTree(calcArray));
calcArray = [];
}
else
{
calcArray.push(activeButton);
}
});
});
The BuildTree code:
function BinaryTree(root) {
this.root = root;
this.activeNode = root;
}
function Node(element){
this.element = element;
this.parent;
this.rightChild;
this.leftChild;
this.setLeft = function(node){
this.leftChild = node;
node.parent = this;
};
this.setRight = function(node){
this.rightChild = node;
node.parent = this;
};
}
//methods
var buildTree = function(array)
{
var tree = new BinaryTree(new Node(null));
for(var i = 0; i < array.length; i++)
{
var newNode = new Node(array[i]);
if(array[i] == "(")
{
newNode.element = null;
tree.activeNode.setLeft(newNode);
tree.activeNode = newNode;
}
else if(array[i] == "+" || array[i] == "-" || array[i] == "/" || array[i] == "*")
{
tree.activeNode.element = newNode.element;
tree.activeNode.setRight(new Node(null));
tree.activeNode = tree.activeNode.rightChild;
}
else if(array[i] == ")")
{
if(tree.activeNode.parent == null)
{
;
}
else
{
tree.activeNode = tree.activeNode.parent;
tree.root = tree.activeNode;
}
}
else
{
tree.activeNode.element = newNode.element;
tree.activeNode = tree.activeNode.parent;
}
}
return tree.activeNode;
}
var evaluate = function(node){
var newNode1, newNode2;
newNode1 = new Node(null);
newNode1.parent = node;
newNode2 = new Node(null);
newNode2.parent = node;
if(node.leftChild == null && node.rightChild == null)
return node.element;
else{
newNode1.element = evaluate(node.leftChild);
newNode2.element = evaluate(node.rightChild);
if(newNode1.parent.element == "+")
{
return Number(newNode1.element) + Number(newNode2.element);
}
if(newNode1.parent.element == "-")
{
return newNode1.element - newNode2.element;
}
if(newNode1.parent.element == "*")
{
return newNode1.element * newNode2.element;
}
else
{
return newNode1.element / newNode2.element;
}
}
};
I just tried this out using your code and it worked fine passing the value as a string:
function pushButton (value) {
var activeButton = value;
console.log(activeButton);
if(!isNaN(activeButton))
{
calcArray.push(parseInt(activeButton));
console.log(calcArray);
}
else if(activeButton === "=")
{
evaluate(buildTree(calcArray));
calcArray = [];
}
else
{
calcArray.push(activeButton);
}
};
You aren't ever printing out the array in the last case (which is where the right paren would go), so are you sure it's not on the array and you just aren't seeing the visual feedback?
If so, we need to see more of your code. Try and setup a jsfiddle.

How to access variables within another function

I'm writing code for a blackjack game and have run into some problems. I have written two functions: one for the initial deal and one for each consecutive hit. this is the deal function:
var deck = [1,2,3,4,5,6,7,8,9,10,"Jack","Queen","King","Ace"];
function deal() {
var card1_val = Math.floor(Math.random() * deck.length);
var card2_val = Math.floor(Math.random() * deck.length);
var card1 = deck[card1_val];
var card2 = deck[card2_val];
var hand = card1 + ", " + card2;
{//card1 Conditionals
if (card1 == "Jack") {
card1_val = 10;
}
else if (card1 == "Queen") {
card1_val = 10;
}
else if (card1 == "King") {
card1_val = 10;
}
else if (card1 == "Ace") {
card1_val = 11;
}
}
{//card2 Conditionals
if (card2 == "Jack") {
card2_val = 10;
}
else if (card2 == "Queen") {
card2_val = 10;
}
else if (card2 == "King") {
card2_val = 10;
}
else if (card2 == "Ace") {
card2_val = 11;
}
}
var res = card1_val + card2_val;
document.getElementById("result").innerHTML = hand;
//document.getElementById("test").innerHTML = card1_val + ", " + card2_val;
if (res > 21) {
alert("Blackjack!");
}
}
This is the hit function:
function hit() {
var card_val = Math.floor(Math.random() * deck.length);
var nhand = deck[card_val];
bucket = hand + nhand
}
If you look at hit() I am using the var hand from deal(). I can't make it global because I need the value to be a fresh random each time. How do I access this same variable without rewriting lines of code? Any help would be appreciated.
You can either
Declare hand outside of the function scope with just var hand; and use hand in the deal function without redeclaring it as a var;
Or use window.hand when declaring hand in the deal function
global variables are evil. i would take more object oriented approach, like this
var Hand = function(bjcallback) {
this.cards = [];
this.onblackjack = bjcallback;
this.deck = [1,2,3,4,5,6,7,8,9,10,"Jack","Queen","King","Ace"];
this.values = {
"Jack": 10,
"Queen": 10,
"King": 10,
"Ace": 11
};
this.sum = function() {
var i, x, res = 0;
for (i in this.cards) {
x = this.cards[i];
if (typeof(x) != 'number') { x = this.values[x] };
res += x;
};
return res
};
this.pick = function() {
var pos = Math.floor(Math.random() * this.deck.length);
var card = this.deck[pos];
console.log(card);
return card
};
this.deal = function(n) {
n = n || 2;
for (var i=0; i<n; i++) this.cards.push(this.pick())
};
this.hit = function() {
this.cards.push(this.pick());
if (this.sum() > 21) this.onblackjack();
}
}
var hurray = function() { alert('Blackjack!') };
var hand = new Hand(hurray);
hand.deal();
hand.hit();
note that i'm not much into cards so i might have confused terminology or counting

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