Should I bother cleaning array in node.js? - javascript

In one of my script, I make extensive use of array to temporary store data. The problem I m facing is that I have a lot of code handling the array just so I make economic use of the space.
Should I even bother since Node.js array are associative array?
My current solution is:
//Get the minimum empty id in array
function get_id(callback) {
var i = 0;
while(array[i] != null) {
i = i + 1;
}
array[i] = 0;
callback(i);
}
get_id(function (i) {
array[i] = {large object};
//...
array[i] = null;
});
But I feel it is wrong and bug prone.
Can I just do:
array[i] = {large object};
i = i + 1;
//...
array[i] = null;
Or would it lead to large consumption of memory?
array is a global variable of the module using it.
Cut down code (I ve removed all computing not linked to the array player.active_mission):
var player = {},
missions = [{time: 1000}];
function end_mission(mission, squad, mission_log, callback) {
//Make all the computing of the mission to know if the player won...
callback(mission_log);
}
function get_ami(callback) {
var i = 0;
while(player.active_mission[i] != null) {
i = i + 1;
}
player.active_mission[i] = 0;
callback(i);
}
function wait_mission(mission, squad, mission_log, i, time, callback) {
setTimeout(function () {
console.log('End of mission');
player.active_mission[i] = null;
end_mission(mission, squad, mission_log, callback);
}, time);
}
function start_mission(mission, squad, callback) {
var mission_log = {mission: mission, time_start: new Date(), completed: false, read: false};
//Verify if the player can start the mission...
console.log('start_mission');
get_ami(function (i) {
player.active_mission[i] = {mission: mission, squad: squad, mission_log: mission_log}
wait_mission(mission, squad, mission_log, i, missions[mission].time, callback);
});
}
player.active_mission = [];
//This part is inside get request, after sanitizing all input
start_mission(0, [0, 1], function (r) {
//r.id = req.session.player_id;
if(r.error) {
console.log('start: error: ' + r.error);
} else {
console.log('start: Success: ' + r.result);
}
});
player.active_mission hold all uncompleted request of the player, and need to be saved if the player quit before completion. My problem is just if I should try to keep it with small id, or just go on with .push() and get the id with .length()?
In short: If a array have nothing but null for the 1000 first id, and start having data only at array[1000]`, am I wasting memory?

Can I just do:
i = i + 1;
array[i] = null;
Or would it lead to large consumption of memory?
Yes, considering that array is a global variable and won't get garbage-collected itself, filling it constantly with values (even if only null ones) will eventually let you run out of memory.
Your get_id approach that recycles unused ids does work, but is horribly inperformant - it requires linear time to find a new id. So it'll work for few users with few concurrent missions, but it won't scale.
You'll rather want to use an object and delete keys from it, then you don't get into problems when just counting up:
var count = 0;
var missions = {};
function somethingThatNeedsTheStore() {
var id = count++;
missions[id] = …;
// later
delete missions[id];
}
// repeatedly call somethingThatNeedsTheStore()
Or actually, on recent node versions, you should consider using a Map instead:
var count = 0;
var missions = new Map;
function somethingThatNeedsTheStore() {
var id = count++;
missions.set(id, …);
// later
missions.delete(id);
}
// repeatedly call somethingThatNeedsTheStore()

NodeJS has a garbage collector to destroy unreachable object/array/variable.
So when you do array[i] = {large object};, the large object will be in the memory and it will stay here. When you do array[i] = null;, the garbage collector will erase the large object (only if there's no other reference to this object of course).
So yes, it is always good to remove references to useless objects to let the garbage collector clean it.
The impact on the memory of an array of 1000 null (or undefined) will not be very big.
If you want to preserve your memory, you should use an object instead of an array. You can use it with this syntax :
var obj = {};
obj[id] = {large object};
// Free the id
delete obj[id];

Related

javascript] Object's value update strangely

The value of the object is updated very strangely.
the current overall system structure is as follows.
There is a server that collects the status of each system.
Send the collected data from the server to the web server through websocket
When the web server receives the websocket, the callback function is called.
In the callback function, the object is updated with the received data.
The problem occurs when updating objects.
Here is the code for that part.
var systemDatas = {};
...
fn_callback = function(data){
fn_set_metric(data);
...
};
...
function fn_set_metric(data){
Object.entries(data).forEach(([apps, appArr]) => {
for(let i = 0; i < appArr.length; i++){
var app = {};
if(appArr[i].name === "GW"){
if(systemDatas.hasOwnProperty("GW")){
var gwDatas = systemDatas["GW"];
Object.keys(gwDatas).map(function(key){
try {
var keyIdx = 0;
for(let j = 0; j < (appArr[i].nodes).length ; j++){
if(appArr[i].nodes[j].name === key){
keyIdx = j;
break;
}
}
if(appArr[i].nodes[keyIdx].health === "on"){
gwDatas[key].process.cpuSystem = appArr[i].nodes[keyIdx].metrics[0].measurements[0].value;
gwDatas[key].process.cpuProcess = appArr[i].nodes[keyIdx].metrics[1].measurements[0].value;
gwDatas[key].memory.memUsed = appArr[i].nodes[keyIdx].metrics[2].measurements[0].value;
gwDatas[key].memory.heapUsed = appArr[i].nodes[keyIdx].metrics[4].measurements[0].value;
gwDatas[key].thread.threadDeamon = appArr[i].nodes[keyIdx].metrics[6].measurements[0].value;
gwDatas[key].thread.threadLive = appArr[i].nodes[keyIdx].metrics[7].measurements[0].value;
gwDatas[key].memory.memMax = appArr[i].nodes[keyIdx].metrics[3].measurements[0].value;
gwDatas[key].memory.heapMax = appArr[i].nodes[keyIdx].metrics[5].measurements[0].value;
gwDatas[key].thread.threadPeak = appArr[i].nodes[keyIdx].metrics[8].measurements[0].value;
gwDatas[key].process.uptime = appArr[i].nodes[keyIdx].metrics[9].measurements[0].value;
gwDatas[key].process.cpuCount = appArr[i].nodes[keyIdx].metrics[10].measurements[0].value;
console.log(key);
console.log(systemDatas["GW"][key].process.uptime);
console.log(systemDatas["GW"][key].process);
console.log(systemDatas["GW"][key]);
console.log(systemDatas["GW"]);
}
}
catch(e) {
console.error(e);
}
});
}
...
}
and the result of executing the function.
console.log
As you can see in the area marked in yellow in the result image. depending on the scope of the object, the value is different.
my expectation is
after systemDatas["GW"]["GW_1"] is updated, systemDatas["GW"]["GW_2"] is updated. sequentially.
but it's behaving in an incomprehensible way
except the callback function there is no part to update systemDatas.
Can you explain why it works this way?
Your code complexity (nesting) is to high - It is not helping you solve the problem.
Fixes
Break the function up into 2-3 separate functions const parseMetricsData, parseGWData; // etc..
Look over latest added Array methods, some of the new ones like [].find will make the code easier to read (MDN Array Docs).
Other tips after code example.
Example:
const systemDatas = {};
// ...
const fn_callback = function (data) {
fn_set_metric(data);
// ...
};
// ...
const parseGWData = (app, gwDatas) => {
for (const key of gwDatas.keys()) {
const gwData = gwData || {},
foundNode = !app.nodes ? null : app.nodes.find(n => n.name === key);
if (!foundNode || foundNode.health !== 'on') continue;
gwData.process.cpuSystem = foundNode.metrics[0].measurements[0].value;
gwData.process.cpuProcess = foundNode.metrics[1].measurements[0].value;
gwData.process.uptime = foundNode.metrics[9].measurements[0].value;
gwData.process.cpuCount = foundNode.metrics[10].measurements[0].value;
gwData.memory.memUsed = foundNode.metrics[2].measurements[0].value;
gwData.memory.heapUsed = foundNode.metrics[4].measurements[0].value;
gwData.memory.memMax = foundNode.metrics[3].measurements[0].value;
gwData.memory.heapMax = foundNode.metrics[5].measurements[0].value;
gwData.thread.threadDeamon = foundNode.metrics[6].measurements[0].value;
gwData.thread.threadLive = foundNode.metrics[7].measurements[0].value;
gwData.thread.threadPeak = foundNode.metrics[8].measurements[0].value;
console.log(key);
console.table(systemDatas.GW[key])
}
};
function fn_set_metric(data) {
for (const [apps, appArr] of Object.entries(data)) {
for (const app of appArr) {
if (app.name !== 'GW' ||
!Object.prototype.hasOwnProperty.call(systemDatas, 'GW')) continue;
parseGWData(systemDatas.GW);
}
}
}
Other code tips:
Put long property chains into variables, either via built-ins (app.nodes.find(app => app.name === key)) or directly.
Use built-ins (Array.prototype.find, for of loops etc. (use whatever your platform/platform version supports (see MDN Array, etc., for more).
Use negative if checks (instead of nesting main part of code in if statements you can check the opposite condition to avoid creating deeply nested code).
~~Consider not mutating static structures until loops/manipulations are complete; E.g., perform manipulations on pure, new, objects and then merge results into static structure(s) - will help you pinpoint issues~~ Consider that appArr may have duplicate app entries which may be overriding each others' values.

Javascript array shows in console, but i cant access any properties in loops

I really try my damndest not to ask, but i have to at this point before I tear my hair out.
By the time the js interpreter gets to this particular method, I can print it to the console no problem, it is an array of "event" objects. From FireBug I can see it, but when I try to set a loop to do anything with this array its as if it doesn't exist. I am absolutely baffled......
A few things:
I am a newbie, I have tried a for(var index in list) loop, to no avail, I have also tried a regular old for(var i = 0; i < listIn.length; i++), and I also tried to get the size of the local variable by setting var size = listIn.length.
As soon as I try to loop through it I get nothing, but I can access all the objects inside it from the FireBug console no problem. Please help, even just giving me a little hint on where I should be looking would be great.
As for the array itself, I have no problems with getting an array back from PHP in the form of: [{"Event_Id":"9", "Title":"none"}, etc etc ]
Here is my code from my main launcher JavaScript file. I will also post a sample of the JSON data that is returned. I fear that I may be overextending myself by creating a massive object in the first place called content, which is meant to hold properties such as DOM strings, settings, and common methods, but so far everything else is working.
The init() function is called when the body onload is called on the corresponding html page, and during the call to setAllEvents and setEventNavigation I am lost.
And just to add, I am trying to learn JavaScript fundamentals before I ever touch jQuery.
Thanks
var dom, S, M, currentArray, buttonArray, typesArray, topicsArray;
content = {
domElements: {},
settings: {
allContent: {},
urlList: {
allURL: "../PHP/getEventsListView.php",
typesURL: "../PHP/getTypes.php",
topicsURL: "../PHP/getTopics.php"
},
eventObjArray: [],
buttonObjArray: [],
eventTypesArray: [],
eventTopicsArray: []
},
methods: {
allCallBack: function (j) {
S.allContent = JSON.parse(j);
var list = S.allContent;
for (var index in list) {
var event = new Event(list[index]);
S.eventObjArray.push(event);
}
},
topicsCallBack: function(j) {
S.eventTopicsArray = j;
var list = JSON.parse(S.eventTopicsArray);
topicsArray = list;
M.populateTopicsDropDown(list);
},
typesCallBack: function(j) {
S.eventTypesArray = j;
var list = JSON.parse(S.eventTypesArray);
typesArray = list;
M.populateTypesDropDown(list);
},
ajax: function (url, callback) {
getAjax(url, callback);
},
testList: function (listIn) {
// test method
},
setAllEvents: function (listIn) {
// HERE IS THE PROBLEM WITH THIS ARRAY
console.log("shall we?");
for(var index in listIn) {
console.log(listIn[index]);
}
},
getAllEvents: function () {
return currentArray;
},
setAllButtons: function (listIn) {
buttonArray = listIn;
},
getAllButtons: function () {
return buttonArray;
},
setEventNavigation: function(current) {
// SAME ISSUE AS ABOVE
var l = current.length;
//console.log("length " + l);
var counter = 0;
var endIndex = l - 1;
if (current.length < 4) {
switch (l) {
case 2:
var first = current[0];
var second = current[1];
first.setNextEvent(second);
second.setPreviousEvent(first);
break;
case 3:
var first = current[0];
var second = current[1];
var third = current[2];
first.setNextEvent(second);
second.setPreviousEvent(first);
second.setNextEvent(third);
third.setPreviousEvent(second);
break;
default:
break;
}
} else {
// do something
}
},
populateTopicsDropDown: function(listTopics) {
//console.log("inside topics drop");
//console.log(listTopics);
var topicsDropDown = document.getElementById("eventTopicListBox");
for(var index in listTopics) {
var op = document.createElement("option");
op.setAttribute("id", "dd" + index);
op.innerHTML = listTopics[index].Main_Topic;
topicsDropDown.appendChild(op);
}
},
populateTypesDropDown: function(listTypes) {
//console.log("inside types drodown");
//console.log(listTypes);
var typesDropDown = document.getElementById("eventTypeListBox");
for(var index2 in listTypes) {
var op2 = document.createElement("option");
op2.setAttribute("id", "dd2" + index2);
op2.innerHTML = listTypes[index2].Main_Type;
typesDropDown.appendChild(op2);
}
}
},
init: function() {
dom = this.domElements;
S = this.settings;
M = this.methods;
currentArray = S.eventObjArray;
buttonArray = S.buttonObjArray;
topicsArray = S.eventTopicsArray;
typesArray = S.eventTypesArray;
M.ajax(S.urlList.allURL, M.allCallBack);
//var tempList = currentArray;
//console.log("temp array length: " + tempList.length);
M.setAllEvents(currentArray);
M.testList(currentArray);
M.setEventNavigation(currentArray);
//M.setEventNavigation();
M.ajax(S.urlList.topicsURL, M.topicsCallBack);
M.ajax(S.urlList.typesURL, M.typesCallBack);
}
};
The problem you have is that currentArray gets its value asynchronously, which means you are calling setAllEvents too soon. At that moment the allCallBack function has not yet been executed. That happens only after the current running code has completed (until call stack becomes emtpy), and the ajax request triggers the callback.
So you should call setAllEvents and any other code that depends on currentArray only when the Ajax call has completed.
NB: The reason that it works in the console is that by the time you request the value from the console, the ajax call has already returned the response.
Without having looked at the rest of your code, and any other problems that it might have, this solves the issue you have:
init: function() {
dom = this.domElements;
S = this.settings;
M = this.methods;
currentArray = S.eventObjArray;
buttonArray = S.buttonObjArray;
topicsArray = S.eventTopicsArray;
typesArray = S.eventTypesArray;
M.ajax(S.urlList.allURL, function (j) {
// Note that all the rest of the code is moved in this call back
// function, so that it only executes when the Ajax response is
// available:
M.allCallBack(j);
//var tempList = currentArray;
//console.log("temp array length: " + tempList.length);
M.setAllEvents(currentArray);
M.testList(currentArray);
M.setEventNavigation(currentArray);
//M.setEventNavigation();
// Note that you will need to take care with the following asynchronous
// calls as well: their effect is only available when the Ajax
// callback is triggered:
M.ajax(S.urlList.topicsURL, M.topicsCallBack); //
M.ajax(S.urlList.typesURL, M.typesCallBack);
});
}

Clearing JS response

I am making a call to an API. The API returns a list of results. When it does so - the response is fed into an object which I then use to iterate through and display them.
Here is the function which does that:
var getAvailability = () => {
if (chosenData.hotel == "") {
showError("Please select a location before booking.");
$timeout(() => LTBNavService.setTab('location'), 50);
return;
}
searchResponse = {};
console.log(searchResponse);
WebAPI.getHotelAvailability(genSearchObject()).then((data) => {
searchResponse = data;
$timeout(() => $('[data-tab-content] .search-btn').first().focus(), 50);
generateRoomTypeObject(searchResponse);
}, (data) => searchResponse.error = data.data.errors[0].error);
};
The Problem:
The old results are still displayed until the new set of results are available. This causes a flicker and a delay which is a bad user experience.
The solution:(which i need help with)
What is the best possible way of handling this problem? Ideally, I would like to reset/clear the search response. As in, the new results are delivered and the old ones are cleared. Is this possible from within the getAvailability function?
What would be the best way to achieve this?
The Solution:
Thanks to #Daniel Beck for his suggestion to call the generateRoomTypeObject function and feed it an empty object - +1'd his comment.
This triggered an undefined error in my generateRoomTypeObject function where i was running a few length checks(makes sense, because the object was empty - so there was nothing to do length checks on).
I handled the error by handling the undefined exception and setting the searchResponse to an empty object.
var generateRoomTypeObject = (searchResponse) => {
var ratePlans = searchResponse.ratePlans,
errors = searchResponse.error,
roomTypes = [],
ignoreBiggerRooms = false;
rawRoomsObjs = [];
if (angular.isUndefined(errors)) {
// Iterate over the rate plan
if(ratePlans === undefined){
//generateRoomTypeObject -- Handle undefined by creating new object
searchResponse = {}
}else{
for (var i = 0; i < ratePlans.length; i++) {
var ratePlan = ratePlans[i],
rooms = ratePlan.rooms;
// Iterate over the rooms and add rooms to room object. Also keep a list of room types.
for (var j = 0; j < rooms.length; j++) {
//Stuff here
}
}
}
}

Can't add new name and value to JSON object dynamically with condition using JavaScript

I can't add new name and value ff. this given condition:
$.each(names, function (i, name) {
$.get('https://www.example.com/path/' + name, function (data) {
var arrNow = CSVToArray(data, ',');
allArr.push(arrNow);
counter++;
if (counter === names.length) {
for (var j = 0; j < allArr.length; j++) {
for (var k = 1; k < allArr[j].length; k++) {
//console.log(allArr[j][k][0] + ': ' + allArr[j][k][1]);
//var f = moment(allArr[j][k][0]).format('lll');
var f = allArr[j][k][0];
json.push({
"datetime": f
});
if (j == 0) {
if (json[k].datetime === allArr[0][k][0]) {
var newAtt = "water_actual";
var newValue = allArr[0][k][1];
json[k][newAtt] = newValue;
}
}
if (j == 1) {
if (json[k].datetime === allArr[1][k][0]) {
var newAtt = "rainfall_actual";
var newValue = allArr[1][k][1];
json[k][newAtt] = newValue;
}
}if (j == 2) {
if (json[k].datetime == allArr[2][k][0]) {
var newAtt = "forecast_water";
var newValue = allArr[2][k][1];
json[k][newAtt] = newValue;
}
}
}
}
};
});
});
I was able to add a new namewater_actual and its value using if statement. If the datetime from the json object matches to the array value(date and time), I'd like to add it with its specific name as stated above. But I can't seem to make it work.
Here's the fiddle.
If I may provide some general feedback: it's probably good practice to simplify your code to the minimum example that reproduces your problem. Not only can that drastically increase your chances of fixing it yourself, it also increases the odds that you'll get help here.
With that in mind, consider the basic structure of what you're trying here:
var someNames = ["foo", "bar"];
var allTheData = [{
"aardvark": true
}];
$.each(someNames, function (i, name) {
$.get('http://example.com/api/' + name, function (data) {
data.aNewProperty = 'wombat';
allTheData.push(data);
});
});
console.log(allTheData);
Here, $.each iterates through everything in someNames and then proceeds immediately to the console.log statement. For all we know, each individual API call ($.get) could take seconds, or minutes. By this time we've already tried to use the contents of allTheData, which may or may not have been modified.
To avoid this sort of thing in legacy JavaScript we can make use of the callback already provided by $.get:
$.get('http://example.com/api/' + name, function (data) {
data.aNewProperty = 'wombat';
console.log(data);
});
Inside the callback, we know for sure that the API request has already completed (although the above assumes that it succeeded, which is a whole other kettle of fish). This would output the result of each API request as the responses arrive, though not necessarily in the order you'd expect!
JavaScript's asynchronous nature tended to lead in the past to a whole lot of callbacks. With the advent of ES6 we have some more options available to us, especially promises.

return from JS function

basic JS question, please go easy on me I'm a newb :)
I pass 2 variables to the findRelatedRecords function which queries other related tables and assembles an Array of Objects, called data. Since findRelatedRecords has so many inner functions, I'm having a hard time getting the data Array out of the function.
As it currently is, I call showWin inside findRelatedRecords, but I'd like to change it so that I can get data Array directly out of findRelatedRecords, and not jump to showWin
function findRelatedRecords(features,evtObj){
//first relationship query to find related branches
var selFeat = features
var featObjId = selFeat[0].attributes.OBJECTID_1
var relatedBranch = new esri.tasks.RelationshipQuery();
relatedBranch.outFields = ["*"];
relatedBranch.relationshipId = 1; //fac -to- Branch
relatedBranch.objectIds = [featObjId];
facSel.queryRelatedFeatures(relatedBranch, function(relatedBranches) {
var branchFound = false;
if(relatedBranches.hasOwnProperty(featObjId) == true){
branchFound = true;
var branchSet = relatedBranches[featObjId]
var cmdBranch = dojo.map(branchSet.features, function(feature){
return feature.attributes;
})
}
//regardless of whether a branch is found or not, we have to run the cmdMain relationship query
//the parent is still fac, no advantage of the parent being branch since cmcMain query has to be run regardless
//fac - branch - cmdMain - cmdSub <--sometimes
//fac - cmdMain - cmdSub <-- sometimes
//second relationship query to find related cmdMains
var relatedQuery = new esri.tasks.RelationshipQuery();
relatedQuery.outFields = ["*"];
relatedQuery.relationshipId = 0; //fac -to- cmdMain
relatedQuery.objectIds = [featObjId];
//rather then listen for "OnSelectionComplete" we are using the queryRelatedFeatures callback function
facSel.queryRelatedFeatures(relatedQuery, function(relatedRecords) {
var data = []
//if any cmdMain records were found, relatedRecords object will have a property = to the OBJECTID of the clicked feature
//i.e. if cmdMain records are found, true will be returned; and continue with finding cmdSub records
if(relatedRecords.hasOwnProperty(featObjId) == true){
var fset = relatedRecords[featObjId]
var cmdMain = dojo.map(fset.features, function(feature) {
return feature.attributes;
})
//we need to fill an array with the objectids of the returned cmdMain records
//the length of this list == total number of mainCmd records returned for the clicked facility
objs = []
for (var k in cmdMain){
var o = cmdMain[k];
objs.push(o.OBJECTID)
}
//third relationship query to find records related to cmdMain (cmdSub)
var subQuery = new esri.tasks.RelationshipQuery();
subQuery.outFields = ["*"];
subQuery.relationshipId = 2;
subQuery.objectIds = [objs]
subTbl.queryRelatedFeatures(subQuery, function (subRecords){
//subRecords is an object where each property is the objectid of a cmdMain record
//if a cmdRecord objectid is present in subRecords property, cmdMain has sub records
//we no longer need these objectids, so we'll remove them and put the array into cmdsub
var cmdSub = []
for (id in subRecords){
dojo.forEach(subRecords[id].features, function(rec){
cmdSub.push(rec.attributes)
})
}
var j = cmdSub.length;
var p;
var sub_key;
var obj;
if (branchFound == true){
var p1 = "branch";
obj1 = {};
obj1[p1] = [cmdBranch[0].Branches]
data.push(obj1)
}
for (var i=0, iLen = cmdMain.length; i<iLen; i++) {
p = cmdMain[i].ASGMT_Name
obj = {};
obj[p] = [];
sub_key = cmdMain[i].sub_key;
for (var j=0, jLen=cmdSub.length; j<jLen; j++) {
if (cmdSub[j].sub_key == sub_key) {
obj[p].push(cmdSub[j].Long_Name);
}
}
data.push(obj);
}
showWin(data,evtObj) <---this would go away
})
}
//no returned cmdRecords; cmdData not available
else{
p = "No Data Available"
obj = {}
obj[p] = []
data.push(obj)
}
showWin(data,evtObj) <--this would go away
})
})
}
I'd like to have access to data array simply by calling
function findRelatedRecords(feature,evt){
//code pasted above
}
function newfunct(){
var newData = findRelatedRecords(feature,evt)
console.log(newData)
}
is this possible?
thanks!
Edit
Little more explanation.....
I'm connecting an Object event Listener to a Function like so:
function b (input){
dojo.connect(obj, "onQueryRelatedFeaturesComplete", getData);
obj.queryRelatedFeatures(input);
console.log(arr) //<----this doesn't work
}
function getData(relatedFeatData){
var arr = [];
//populate arr
return arr;
}
So when obj.QueryRelatedFeatures() is complete, getData fires; this part works fine, but how to I access arr from function b ?
Post Edit Update:
Due to the way that this event is being hooked up you can't simple return data from it. Returning will just let Dojo call to the next method that is hooked up to onSelectionComplete.
When init runs it is long before findRelatedRecords will ever be executed/fired by the onSelectionComplete event of the well, which is why you were seeing undefined/null values. The only way to work with this sort of system is to either 1) call off to a method like you're already doing or 2) fire off a custom event/message (technically it's still just calling off to a method).
If you want to make this method easier to work with you should refactor/extract snippets of it to make it a smaller function but contained in many functions. Also, changing it to have only one exit point at the end of the findRelatedRecords method will help. The function defined inside of subTbl.queryRelatedFeatures() would be a great place to start.
Sorry, you're kind of limited by what Dojo gives you in this case.
Pre Edit Answer:
Just return your data out of it. Everywhere where there is a showWin call just use this return.
return {
data: data,
evtObj: evtObj
}
Then your newfunct would look like this.
function newfunct(){
var newData = findRelatedRecords(feature,evt);
console.log(newData);
console.log(newData.data);
console.log(newData.evtObj);
}
If you only need that "data" object, then change your return to just return data;.
Also, start using semicolons to terminate statements.

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