Sinon Spy not working with Javascript call or apply - javascript

I'm trying to use sinon.spy to check if the play function is being called for a component. The problem is that the spy counter is not updating, even though I've confirmed that my component's function is indeed being called.
I've tracked it down to the use of Javascript's call function:
handleDone: function(e) {
for (var i = 0; i < this.components.length; i++) {
if (this.components[i].element === e.target) {
if (this.components[i].hasOwnProperty("play")) {
// This won't trigger the spy.
this.components[i]["play"].call(this.components[i].element);
}
break;
}
}
}
A similar thing happens when swapping call for apply.
[UPDATED]
Here is the relevant test:
var page = document.getElementById("page"),
demo = document.getElementById("demo"),
playSpy;
suiteSetup(function() {
playSpy = sinon.spy(demo, "play");
});
suiteTeardown(function() {
demo.play.restore();
});
suite("done", function() {
test("rise-component-done fired from element with play property", function() {
assert(playSpy.notCalled); //true
demo.sendDone();
assert(playSpy.calledOnce); //false
});
});
And the play and sendDone functions in the demo component:
play: function() {
console.log("play");
},
sendDone: function() {
this.dispatchEvent(new CustomEvent("rise-component-done", { "bubbles": true }));
}
The page component is registered to listen for this event:
this.addEventListener("rise-component-done", this.handleDone);
Anyone know of a workaround?
Thx.

So the problem wasn't actually related to the call method at all as Ben illustrated. After much tinkering, I realized I had to change this line:
playSpy = sinon.spy(demo, "play");
to this:
playSpy = sinon.spy(page.components[0], "play");
Now my tests pass. Hooray! I just wish it hadn't taken me the better part of a day to debug.

Related

How to hook on library function (Golden Layout) and call additional methods

I'm using a library called Golden Layout, it has a function called destroy which will close all the application window, on window close or refesh
I need to add additional method to the destroy function. I need to removeall the localstorage aswell.
How do i do it ? Please help
Below is the plugin code.
lm.LayoutManager = function( config, container ) {
....
destroy: function() {
if( this.isInitialised === false ) {
return;
}
this._onUnload();
$( window ).off( 'resize', this._resizeFunction );
$( window ).off( 'unload beforeunload', this._unloadFunction );
this.root.callDownwards( '_$destroy', [], true );
this.root.contentItems = [];
this.tabDropPlaceholder.remove();
this.dropTargetIndicator.destroy();
this.transitionIndicator.destroy();
this.eventHub.destroy();
this._dragSources.forEach( function( dragSource ) {
dragSource._dragListener.destroy();
dragSource._element = null;
dragSource._itemConfig = null;
dragSource._dragListener = null;
} );
this._dragSources = [];
},
I can access the destroy method in the component like this
this.layout = new GoldenLayout(this.config, this.layoutElement.nativeElement);
this.layout.destroy();`
My code
#HostListener('window:beforeunload', ['$event'])
beforeunloadHandler(event) {
var originalDestroy = this.layout.destroy;
this.layout.destroy = function() {
// Call the original
originalDestroy.apply(this, arguments);
localStorage.clear();
};
}
Looking at the documentation, GoldenLayout offers an itemDestroyed event you could hook to do your custom cleanup. The description is:
Fired whenever an item gets destroyed.
If for some reason you can't, the general answer is that you can easily wrap the function:
var originalDestroy = this.layout.destroy;
this.layout.destroy = function() {
// Call the original
originalDestroy.apply(this, arguments);
// Do your additional work here
};
You may be able to do this for all instances if necessary by modifying GoldenLayout.prototype:
var originalDestroy = GoldenLayout.prototype.destroy;
GoldenLayout.prototype.destroy = function() {
// Call the original
originalDestroy.apply(this, arguments);
// Do your additional work here
};
Example:
// Stand-in for golden laout
function GoldenLayout() {
}
GoldenLayout.prototype.destroy = function() {
console.log("Standard functionality");
};
// Your override:
var originalDestroy = GoldenLayout.prototype.destroy;
GoldenLayout.prototype.destroy = function() {
// Call the original
originalDestroy.apply(this, arguments);
// Do your additional work here
console.log("Custom functionality");
};
// Use
var layout = new GoldenLayout();
layout.destroy();
Hooking into golden layout is the intended purpose for the events.
As briefly touched on by #T.J. Crowder, there is the itemDestroyed event which is called when an item in the layout is destroyed.
You can just listen for this event like such:
this.layout.on('itemDestroyed', function() {
localStorage.clear();
})
However, this event is called every time anything is destroyed, and propagates down the tree, even just by closing a tab. This means that if you call destroy on the layout root, you will get an event for every RowOrColumn, Stack and Component
I would recommend to check the item passed into the event and ignore if not the main window (root item)
this.layout.on('itemDestroyed', function(item) {
if (item.type === "root") {
localStorage.clear();
}
})

Pass JS variable across mouseenter event from jquery in angular2 app

I have trouble witch function below:
inactive() {
let target = $('.album__item--cover-container');
var leave:boolean;
target.mouseleave(function() {
leave = true;
console.log("LEAVE MOUSEENTER: ", leave);
});
console.log("LEAVE: ", leave);
if (leave) {
console.log("LEAVE CONDITION: ", leave);
this.flyOut = 'inactive';
}
console.log(this.flyOut);
}
I don't know wht log "LEAVE MOUSEENTER" is true, and after exit from mouse event log "LEAVE" is undefined. I can't declate this.flyOut = true in this event function. Please someone helop me, and explain why this behaviour goes that way?
Regards
Greg
I think your issue is because you are not doing anything inside the callback of the mouse leave event.
This is only run once when inactive() is invoked.
if (leave) {
console.log("LEAVE CONDITION: ", leave);
this.flyOut = 'inactive';
}
I'm assuming you are trying to set some state on mouseleave, and you then want to check if this.flyOut is inactive?
(function ($) {// just some wrapper
let flyOut = 'inactive'
const target = $('.album__item--cover-container'); // Use const if you know it wont change
const check = $('.check-button-class-thing');
target.mouseleave(function() {
flyOut = 'inactive'
});
target.mouseenter(function() {
flyOut = 'active'
});
check.click(function() {
console.log(inactive()); // Is it inactive or not
});
function inactive() {
return flyOut === 'inactive' ? true : false;
}
})(jQuery);
I'm making assumptions here on your use case but I hope this helps. The code itself is not very useful as it depends on where the .check-button-class-thing is nested but its just an example.
The
if (leave) {
is out of the mouseleave function callback. So when inactive() is called the first time, leave has been declared without any default value (it's undefined). And the if is called.
It will only be true when the mouseleave event is called.

Scope of variable in DOJO when created from within function

In a DOJO widget there is code in the postCreate and destroy method to create/start and stop a timer like you can see below. Depending on the value in a drop down box the timer is started or stopped. This works fine so far.
postCreate: function() {
var deferred = this.own(<...some action...>)[0];
deferred.then(
lang.hitch(this, function(result) {
this.t = new dojox.timing.Timer(result.autoRefreshInterval * 1000);
this.t.onTick = lang.hitch(this, function() {
console.info("get new data");
});
this.t.onStart = function() {
console.info("starting timer");
};
this.t.onStop = function() {
console.info("timer stopped");
};
})
);
this.selectAutoRefresh.on("change", lang.hitch(this, function(value) {
if (value == "Automatic") {
this.t.start();
} else {
this.t.stop();
}
}));
},
When leaving the page the timer is still active so I want to stop it when I leave the page using DOJOs destroy() method.
destroy: function() {
this.t.stop();
},
This however throws a this.t.stop is not a function exception. It seems like this.t is not created in the context of the widget although I use lang.hitch(this...
What am I missing here?
I solved that by just renaming the variable t to refreshTimer. Maybe t is some kind of reserved variable in Dojo?

Multiple click handlers for a single element

I've written a few events to handle opening and closing of a snap js drawer. This code below works, but I feel it could be written more efficiently. Any suggestions?
function openMobileMenu() {
event.preventDefault();
snapper.open('left');
$('#btn-menu').off('click', openMobileMenu);
$('#btn-menu').on('click', closeMobileMenu);
}
function closeMobileMenu() {
event.preventDefault();
snapper.close('left');
$('#btn-menu').on('click', openMobileMenu);
$('#btn-menu').off('click', closeMobileMenu);
}
$('#btn-menu').on('click', openMobileMenu);
Make your code modular and your concepts explicit.
You can start by creating a MobileMenu object which encapsulates the logic.
Note: The following code was not tested.
var MobileMenu = {
_snapper: null,
_$button: null,
_direction: 'left',
init: function (button, snapper, direction) {
this._$button = $(button);
this._snapper = snapper;
if (direction) this._direction = direction;
this._toggleSnapperVisibilityWhenButtonClicked();
},
_toggleSnapperVisibilityWhenbuttonClicked: function () {
this._$button.click($.proxy(this.toggle, this));
},
toggle: function () {
var snapperClosed = this._snapper.state().state == 'closed',
operation = snapperClosed? 'open' : 'closed';
this._snapper[operation](this._direction);
}
};
Then in your page you can just do the following to initialize your feature:
var mobileMenu = Object.create(MobileMenu).init('#btn-menu', snapper);
Modularizing your code will make it more maintainable and understandable in the long run, but also allow you to unit test it. You also gain a lot more flexibily because of the exposed API of your component which allows other code to interact with it.
E.g. you can now toggle the menu visibility with mobileMenu.toggle().
Use a variable to keep track of the state:
var menu_open = false;
$("#btn-menu").on('click', function(event) {
event.preventDefault();
if (menu_open) {
snapper.close('left');
} else {
snapper.open('left');
}
menu_open = !menu_open; // toggle variable
});
snap has a .state() method, which returns an object stuffed with properties, one of which is .state.
I think you want :
$('#btn-menu').on('click', function() {
if(snapper.state().state == "closed") {
snapper.open('left');
} else {
snapper.close('left');
}
});
Or, in one line :
$('#btn-menu').on('click', function() {
snapper[['close','open'][+(snapper.state().state == 'closed')]]('left');
});
Also, check How do I make a toggle button? in the documentation.

Jquery bind not working while within a javascript recursive loop

I am writing a piece of code that changes some lights on a screen from red to green randomly and waits for the user to hit the key that corresponds to the light lit.
When I run this code you are able to hit the a,d,j or l key and an alert will pop up. However, as soon as I click the start button no keys are recognised. And when the loop has finished the bind still seems to become disabled. I have tried moving the bind to other places but I have had no joy. Your help is much appreciated.
$( function() {
$('#start').bind('click', function() { main(); });
$(document).bind('keypress', function(e) { keyPress(e); } );
} );
function getRand(val) {
return Math.floor(Math.random()*val)+1;
}
function main() {
preD = new Date;
preDs = preD.getTime();
randTime=Math.floor(Math.random()*1001)+1500;
playSound();
flash();
}
function flash() {
zone = getZone();
setTimeout(function() {
$('#r'+zone).css("background-image", "url(images/rea_grn.jpg)");
setTimeout(function() {
$('#r'+zone).css("background-image", "url(images/rea_red.jpg)");
if(cond[1] < 8) {
main();
}
} , 200);
} , randTime);
}
function getZone() {
if(condition==1) {
zone = getRand(2);
if( test[1][zone] < 8 ) {
test[1][zone] += 1;
cond[1] += 1;
return zone;
} else {
getZone();
}
}
}
function keyPress(e) {
var evtobj=window.event? event : e //distinguish between IE's explicit event object (window.event) and Firefox's implicit.
var unicode=evtobj.charCode? evtobj.charCode : evtobj.keyCode
var actualkey=String.fromCharCode(unicode)
if (actualkey=="a" || actualkey=="d" || actualkey=="j" || actualkey=="l" ) {
dd = new Date;
reat = dd.getTime();
alert(1);
//keypressed[condition][zone]['k']=actualkey;
//keypressed[condition][zone]['t']=(reat-preDs);
}
}
The reason that this could be happening is, when you generate code dynamically or alter any existing code the bind needs to be done again, because the function to bind just runs once and only for the members already created. So when you create dynamically code, you are forced to run the binding function to recognize the new elements.
this ways is not very recommended, instead of this, you could bind a container like 'div' or something and inside of this validate which element is calling you. This will work because your container is created once and the binding is properly assigned and doesn't matter if the content of your container changes, the binding always work.
Regards
Using a jquery sound plugin was the answer.
Fixed it with this : plugins.jquery.com/project/sound_plugin

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