YUI3 custom async events not working on Y.Global - javascript

I am trying implement async event leveraging YUI3 library. So the application had been notified about event passed even with late subscription, simular like load or ready events do.
Here it is what I have so far, but no luck around.
YUI().use('event', 'event-custom', function(Y){
function onCustomEvent () {
Y.Global.on('custom:event', function(){
alert('custom fired');
});
}
window.setTimeout(onCustomEvent, 2000);
});
YUI().use('event', 'event-custom', function(Y){
Y.publish('custom:event', {
emitFacade: true,
broadcast: 2,
fireOnce: true,
async: true
});
function fireCustomEvent () {
Y.Global.fire('custom:event');
}
window.setTimeout(fireCustomEvent, 1000);
});
If anyone could give a hint what's wrong with this code? Thank you.
UPD:
After a bit investigations it turns out that async events work fine inside one use() instance and when not using Global broadcasting. So that's something either bug or limitation. Still discovering

Okay, at the high level the inconsistency with global events (how I understood it) lays in the sandbox nature of Y object. So at some point you could fire only sync events globally cause async parameters you subscribe to custom event made on Y instance and not passed further (and than YUI uses some defaults or whatever). This possibly makes sense but than why such kind of events should be fireable globally? Either I miss some substantial part of YUI and this is candidate for bug report.
Anyway I do not have time to dive deeper in YUI and what I really practically need could be wrapped in 40 lines of code:
YUI.add('async-pubsub', function(Y) {
var subscribers = {};
if ( !YUI.asyncPubSub ) {
YUI.namespace('asyncPubSub');
YUI.asyncPubSub = (function(){
var eventsFired = {};
function doPublishFor(name) {
var subscriber;
for ( subscriber in subscribers ) {
if ( subscriber === name ) {
(subscribers[name]).call();
delete ( subscribers[name] ); // Keep Planet clean
}
}
}
return {
'publish': function(name, options) {
eventsFired[name] = options || {};
doPublishFor(name);
},
'subscribe': function(name, callback) {
if ( subscribers[name] ) {
Y.log('More than one async subscriber per instance, overriding it.', 'warning', 'async-pubsub');
}
subscribers[name] = callback || function() {};
if ( eventsFired[name] ) {
window.setTimeout(
function () {
doPublishFor(name);
},0
);
}
}
};
})();
}
Y.asyncPubSub = YUI.asyncPubSub;
}, '1.0', {requires: []});
There is some limitation and room for optimization here, like ability subscribe only one action for one event per use instance, but I do not need more. I will also try to debug and enhance this snippet in future if there will be interest.
Still curious about YUI behavior, is it bug or something?

Related

Understanding Complex Scope in Javascript Modules and Plugins

I know there's a lot of questions on Stack about JS Scope... but I ran into a specific problem that I'm unable to wrap my head around. I have a Javascript module that looks something like this (albeit dramatically simplified):
module.exports = {
$company: $('#id_company'),
$companyCtrl: null,
$jobType: $('#id_job_type'),
$jobTypeCtrl: null,
init: function() {
var _this = this;
this.$companyCtrl = this.$company.selectize({
onChange: function(value) {
_this.companyChanged(value);
}
})[0].selectize;
},
companyChanged: function() {
// Company changed has been fired and does a few things
// before it calls this:
this.updateJobType();
},
updateJobType: function() {
var _this = this;
$.ajax({
url:'/ajax-url',
data: {
'id': this.companyID
}
})
.done(function(data) {
// If our job type selectize() instance hasn't been setup,
// then create it now
if (_this.$jobTypeCtrl === null) {
// ------------
// PROBLEM BLOCK
_this.$jobTypeCtrl = _this.$jobType.selectize({
onChange: function(value) {
if (_this.currentModel !== 'wire_add') {
_this.jobTypeChanged(value);
}
}
})[0].selectize;
// ------------
}
// Reload and re-enable input
_this.$jobTypeCtrl.reloadFromOriginalInput();
_this.$jobTypeCtrl.enable();
});
},
}
Now, here's what I don't understand, if I move that "PROBLEM BLOCK" outside of the Ajax call, and put it back up into init(), it works fine. However, as far as I can tell, in it's current location, the scope (_this = this) is the exact same as it would be up in the init function.
And to be more specific, the problem I'm experiencing is that the "onChange" handler never fires when the code is inside of the Ajax handler, but the plugin instance is still created and functions as it otherwise should. However, if I move it up to the init(), the onChange handler fires without any other changes to the code
Any help to get me to wrap my head around this would be greatly appreciated. Thank you!
I had a similar issue, where you start chasing your own tail using objects.
The power of using modules, is that they have their own context. So once compiled, the file knows what vars and funcs are residing inside; this negates the need to track this bouncing from function to function, which becomes a nightmare, once you involve async callbacks.
I recommend rewriting your module with vars at the top and functions, so it's easier to call any function without trying to pass the correct _this/self context from here, there and everywhere.
Here's an untested re-write:
module.exports = {
var $company = $('#id_company'),
$companyCtrl = null,
$jobType = $('#id_job_type'),
$jobTypeCtrl = null;
function init() {
$companyCtrl = $company.selectize({
onChange: function(value) {
companyChanged(value); // <== invoke any function and treat them as black-box code
}
})[0].selectize;
}
function companyChanged() {
// Company changed has been fired and does a few things
// before it calls this:
updateJobType();
}
function updateJobType() {
$.ajax({
url:'/ajax-url',
data: {
'id': companyID
}
})
.done(function(data) {
// If our job type selectize() instance hasn't been setup,
// then create it now
if ($jobTypeCtrl === null) {
// ------------
// PROBLEM BLOCK
$jobTypeCtrl = $jobType.selectize({
onChange: function(value) {
if (currentModel !== 'wire_add') {
jobTypeChanged(value);
}
}
})[0].selectize;
// ------------
}
// Reload and re-enable input
$jobTypeCtrl.reloadFromOriginalInput();
$jobTypeCtrl.enable();
});
}
}

Async, Callbacks, and OOP JavaScript: how do I organize this?

I'm building a plugin that fetches info for a bunch of images in JSON, then displays them in some dialog for selection. Unfortunately, my first intuition pretty clearly results in a race condition:
var ImageDialog = function () {};
ImageDialog.prototype.items = [];
ImageDialog.prototype.fetch_images() {
var parse_images = function(data) {
// Magically parse these suckers.
data = awesome_function(data);
this.items = data;
};
magicalxhrclass.xhr.send({"url": 'someurl', "success": parse_images, "success_scope": this});
}
ImageDialog.prototype.render = function () {
this.fetch_images();
// XHR may or may not have finished yet...
this.display_images();
this.do_other_stuff();
};
var monkey = new ImageDialog();
monkey.render();
Off of the top of my head, I think I could fix this by changing the parse_images callback to include the rest of the render steps. However, that doesn't look quite right. Why would the fetch_images method be calling a bunch of things about displaying images?
So: what should I do here?
I am pretty certain deferreds would help, but alas: I need to write this without any external libraries. :(
Comments on other code smells would be nice, too!
In general, the basic idea you can use is that when a regular program would use a return statement (meaning, "My function is done now do your job!") an asynchronous continuation-passing program would instead use a ballcabk function that gets explicitly called
function fetch_images(callback){
magicalXHR({
success: function(data){
parse_images(data);
callback(whatever);
}
}
}
or, if parse_images is itself an async function:
parse_images(data, callback)
Now when you call fetch_images the code after it goes into a callback instead of assuming that fetch_images will be done when it returns
fetch_images(function(
display_images()
})
By using callbacks you can emulate pretty well what a traditional program could do (in fact its a fairly mechanical translation between one form of the other). The only problem you will now encounter is that error handling gets tricky, language features like loops don't play well with async callbacks and calbacks tend to nest into callback hell. If the callbacks start getting too complex, I would investigate using one of those Javascript dialects that compiles down to continuation-passing-style Javascrit (some of them work without needing extra libraries at runtime).
How about this?
var ImageDialog = function () {
this.items = []; // just in case you need it before the images are fetched
};
ImageDialog.prototype.fetch_images(callback) {
var that = this;
function parse_images (data) {
// Magically parse these suckers.
data = awesome_function(data);
that.items = data;
callback.apply(that);
};
magicalxhrclass.xhr.send({"url": 'someurl', "success": parse_images, "success_scope": this});
}
ImageDialog.prototype.render = function () {
this.fetch_images(function(){
this.display_images();
this.do_other_stuff();
});
};
var monkey = new ImageDialog();
monkey.render();
Here's a thought about what to do.
ImageDialog.prototype.fetch_images() {
var parse_images = function(data) {
// Magically parse these suckers.
data = awesome_function(data);
this.items = data;
fetch_images.caller() // Unfortunately, this is nonstandard/not in the spec. :(
};
magicalxhrclass.xhr.send({"url": 'someurl', "success": parse_images, "success_scope": this});
}
ImageDialog.prototype.render = function () {
if (this.items === []) {
this.fetch_images()
return;
} else {
this.display_images();
this.do_other_stuff();
};
};
This way I'm not passing some implementation detail to fetch_images, and I get caching, to boot. Am I still trying too hard to escape CPS, or is this sensible?

How best to refactor this set of repeated trigger-calls across multiple methods in JavaScript?

Here is the code that I have:
var criterion = _.extends({},Base);
criterion.dispatcher.on('save',this.saveIt,this); //respond to event save.
criterion.saveIt = function(){
if(this.hasChanged())
this.save({success:this.saveSuccess, error:this.saveError}); //method in Base
else
dispatcher.trigger('done');
};
criterion.saveSuccess = function() {
//do something
dispatcher.trigger('done');
};
criterion.saveError = function() {
//do something
dispatcher.trigger('done');
};
There are quite a few functions that end with dispatcher.trigger('done') for ajax specific items. This is used to update a progress bar on the web app - it counts down after receiving done events from every element either on success or error or when it was already in new state. Since the counter is deterministic it counts up by the number of items and counts down by the number of dones received.
Question: Is there a better way to remove the repeated calls to dispatcher.trigger('done') at the end of each function? Or is it a necessary evil. We have such code in various objects just to synchronize the execution of the 'next step' so to speak (think of it as a 'synchronization barrier').
You could make a method that appends the call automatically.
criterion.addProgressMethod = function( methodName, method ) {
criterion[methodName] = function() {
method();
dispatcher.trigger('done');
}
};
// usage
criterion.addProgressMethod( 'saveSuccess', function() {
// do something here
} );
I'm not sure if this is any better than what you've got, but it's an idea.

How to unsubscribe from a socket.io subscription?

Suppose there are objects making subscriptions to a socket server like so:
socket.on('news', obj.socketEvent)
These objects have a short life span and are frequently created, generating many subscriptions. This seems like a memory leak and an error prone situation which would intuitively be prevented this way:
socket.off('news', obj.socketEvent)
before the object is deleted, but alas, there isn't an off method in the socket. Is there another method meant for this?
Edit: having found no answer I'm assigning a blank method to overwrite the wrapper method for the original event handler, an example follows.
var _blank = function(){};
var cbProxy = function(){
obj.socketEvent.apply(obj, arguments)
};
var cbProxyProxy = function(){
cbProxy.apply ({}, arguments)
}
socket.on('news', cbProxyProxy);
// ...and to unsubscribe
cbProxy = _blank;
From looking at the source of socket.io.js (couldn't find it in documentation anywhere), I found these two functions:
removeListener = function(name, fn)
removeAllListeners = function(name)
I used removeAllListeners successfully in my app; you should be able to choose from these:
socket.removeListener("news", cbProxy);
socket.removeAllListeners("news");
Also, I don't think your solution of cbProxy = _blank would actually work; that would only affect the cbProxy variable, not any actual socket.io event.
If you want to create listeners that "listens" only once use socket.once('news',func). Socket.io automatically will distroy the listener after the event happened - it's called "volatile listener".
Looking at the code of current version of Socket.io Client (1.4.8) it seems that off, removeAllListeners, removeEventListener are all pointing to the same function.
Calling any of those, providing event name and/or callback, gives the desired result. Not providing anything at all seems to reset everything.
Please do be cautious about the fn/callback argument. It has to be the same instance used in the code.
Example:
var eventCallback = function(data) {
// do something nice
};
socket.off('eventName', eventCallback);
Would work as expected.
Example (will also work):
function eventCallback(data) {
// do something nice
}
socket.off('eventName', eventCallback);
Please be cautious that the callback you are trying to remove is the one that you passed in (this one can bring a lot of confusion and frustration).
This example implements a wrapper around initial callback, trying to remove that would not work as the real callback being added is an undisclosed closure instance: http://www.html5rocks.com/en/tutorials/frameworks/angular-websockets/
Here is the link to that specific line in the codebase: https://github.com/socketio/socket.io-client/blob/master/socket.io.js#L1597
Socket.io version 0.9.16 implements removeListener but not off.
You can use removeListener instead of off when unsubscribing, or simply implement off as follows:
var socket = io.connect(url);
socket.off = socket.removeListener;
If you are using the Backbone listenTo event subscription approach, you'll need to implement the above as Backbone calls off when unsubscribing events.
I found that in socket.io 0.9.11 and Chrome24 socket.io removeListener doesn't work.
this modified version works for me:
EventEmitter.prototype.removeListener = function (name, fn) {
if (this.$events && this.$events[name]) {
var list = this.$events[name];
if (io.util.isArray(list)) {
var pos = -1;
for (var i = 0, l = list.length; i < l; i++) {
if (list[i].toString() === fn.toString() || (list[i].listener && list[i].listener === fn)) {
pos = i;
break;
}
}
if (pos < 0) {
return this;
}
list.splice(pos, 1);
if (!list.length) {
delete this.$events[name];
}
} else {
if (list.toString() === fn.toString() || (list.listener && list.listener === fn)) {
delete this.$events[name];
}
}
}
return this;
};
Since I had a spot of troubles making this work figured I'd chime in here as well, along with a nice updated answer for 2017. Thanks to #Pjotr for pointing out that it has to be the same callback instance.
Example with Angular2 TypeScript in a socket-io.subscriber service. Note the "newCallback" wrapper
private subscriptions: Array<{
key: string,
callback: Function
}>;
constructor() {
this.subscriptions = [];
}
subscribe(key: string, callback: Function) {
let newCallback = (response) => callback(response);
this.socket.on(key, newCallback);
return this.subscriptions.push({key: key, callback: newCallback}) - 1;
}
unsubscribe(i: number) {
this.socket.removeListener(this.subscriptions[i].key, this.subscriptions[i].callback);
}
Removing an event listener on the client
var Socket = io.connect();
Socket.removeListener('test', test);
Also on java client, it can be done the same way with the Javascript client. I've pasted from socket.io.
// remove all listeners of the connect event
socket.off(Socket.EVENT_CONNECT);
listener = new Emitter.Listener() { ... };
socket.on(Socket.EVENT_CONNECT, listener);
// remove the specified listener
socket.off(Socket.EVENT_CONNECT, listener);
Pre-store the events using an array, and by the time you need to unsubscribe them, use the off method, which is a built in method from socket.io:
// init
var events = []
// store
events.push("eventName")
// subscribe
socket.on("eventName", cb)
// remove
events = events.filter(event => event!="eventName")
// unsubscribe
socket.off("eventName")
To add to #Andrew Magee, here is an example of unsubscribing socket.io events in Angular JS, and of course works with Vanilla JS:
function handleCarStarted ( data ) { // Do stuff }
function handleCarStopped ( data ) { // Do stuff }
Listen for events:
var io = $window.io(); // Probably put this in a factory, not controller instantiation
io.on('car.started', handleCarStarted);
io.on('car.stopped', handleCarStopped);
$scope.$on('$destroy', function () {
io.removeListener('car.started', handleCarStarted);
io.removeListener('car.stopped', handleCarStopped);
});
This has helped me in both Angular 8 and React 16.8:
receiveMessage() {
let newCallback = (data) => {
this.eventEmitter.emit('add-message-response', data);
};
this.socket.on('add-message-response', newCallback);
this.subscriptions.push({key: 'add-message-response', callback: newCallback});
}
receiveMessageRemoveSocketListener() {
this.findAndRemoveSocketEventListener('add-message-response');
}
findAndRemoveSocketEventListener (eventKey) {
let foundListener = this.subscriptions.find( (subscription) => subscription.key === eventKey );
if(!foundListener) {
return;
}
this.socket.removeListener(foundListener.key, foundListener.callback);
this.subscriptions = this.subscriptions.filter( (subscription) => subscription.key !== eventKey );
}
Reason for using an Array of Subscriptions is that when you Subscribe to an event multiple times and you don't remove an unsubscribed subscription from the Subscription list you will most probably be right at first time you remove the subscription from the list, but later subscriptions will not be removed as you will be finding first instance only every time you unsubscribe the event.
You can simply call receiveMessage(); to subscribe to an the event and receiveMessageRemoveSocketListener(); to Unsubscribe.

Clear javascript on dynamic load

I have a javascript plugin for a special image scroller. The scroller contains a bunch of timeout methods and a lot of variables with values set from those timeouts.
Everything works perfectly, but for the site I am working on it is required that the pages are loaded dynamically. The problem with this is when i for instance change the language on the site this is made by jquery load function meaning the content is dynamically loaded onto the site - AND the image slider aswell.
NOW here is the big problem! When I load the image slider for the second time dynamically all my previous values remains as well as the timers and everything else. Is there any way to clear everything in the javascript plugin as if it where like a page reload?
I have tried a lot of stuff so far so a little help would be much appreciated!
Thanks a lot!
You might want something like that to reload scripts:
<script class="persistent" type="text/javascript">
function reloadScripts()
{ [].forEach.call(document.querySelectorAll('script:not(.persistent)'), function(oldScript)
{
var newScript = document.createElement('script');
newScript.text = oldScript.text;
for(var i=0; i<oldScript.attributes.length; i++)
newScript.setAttribute(oldScript.attributes[i].name, oldScript.attributes[i].value);
oldScript.parentElement.replaceChild(newScript, oldScript);
});
}
// test
setInterval(reloadScripts, 5000);
</script>
As far as I know, there's no other way to reset a script than completely remove the old one and create another one with the same attributes and content. Not even clone the node would reset the script, at least in Firefox.
You said you want to reset timers. Do you mean clearTimeout() and clearInterval()? The methods Window.prototype.setTimeout() and Window.prototype.setInterval() both return an ID wich is to pass to a subsequent call of clearTimeout(). Unfortunately there is no builtin to clear any active timer.
I've wrote some code to register all timer IDs. The simple TODO-task to implement a wrapper callback for setTimeout is open yet. The functionality isn't faulty, but excessive calls to setTimeout could mess up the array.
Be aware that extending prototypes of host objects can cause undefined behavior since exposing host prototypes and internal behavior is not part of specification of W3C. Browsers could change this future. The alternative is to put the code directly into window object, however, then it's not absolutely sure that other scripts will call this modified methods. Both decisions are not an optimal choice.
(function()
{ // missing in older browsers, e.g. IE<9
if(!Array.prototype.indexOf)
Object.defineProperty(Array.prototype, 'indexOf', {value: function(needle, fromIndex)
{ // TODO: assert fromIndex undefined or integer >-1
for(var i=fromIndex || 0; i < this.length && id !== window.setTimeout.allIds[i];) i++;
return i < this.length ? i : -1;
}});
if(!Array.prototype.remove)
Object.defineProperty(Array.prototype, 'remove', { value: function(needle)
{ var i = this.indexOf(needle);
return -1 === i ? void(0) : this.splice(i, 1)[0];
}});
// Warning: Extensions to prototypes of host objects like Window can cause errors
// since the expose and behavior of host prototypes are not obligatory in
// W3C specs.
// You can extend a specific window/frame itself, however, other scripts
// could get around when they call window.prototype's methods directly.
try
{
var
oldST = setTimeout,
oldSI = setInterval,
oldCT = clearTimeout,
oldCI = clearInterval
;
Object.defineProperties(Window.prototype,
{
// TODO: write a wrapper that removes the ID from the list when callback is executed
'setTimeout':
{ value: function(callback, delay)
{
return window.setTimeout.allIds[window.setTimeout.allIds.length]
= window.setTimeout.oldFunction.call(this, callback, delay);
}
},
'setInterval':
{ value: function(callback, interval)
{
return window.setInterval.allIds[this.setInterval.allIds.length]
= window.setInterval.oldFunction.call(this, callback, interval);
}
},
'clearTimeout':
{ value: function(id)
{ debugger;
window.clearTimeout.oldFunction.call(this, id);
window.setTimeout.allIds.remove(id);
}
},
'clearInterval':
{ value: function(id)
{
window.clearInterval.oldFunction.call(this, id);
window.setInterval.allIds.remove(id);
}
},
'clearTimeoutAll' : { value: function() { while(this.setTimeout .allIds.length) this.clearTimeout (this.setTimeout .allIds[0]); } },
'clearIntervalAll': { value: function() { while(this.setInterval.allIds.length) this.clearInterval(this.setInterval.allIds[0]); } },
'clearAllTimers' : { value: function() { this.clearIntervalAll(); this.clearTimeoutAll(); } }
});
window.setTimeout .allIds = [];
window.setInterval .allIds = [];
window.setTimeout .oldFunction = oldST;
window.setInterval .oldFunction = oldSI;
window.clearTimeout .oldFunction = oldCT;
window.clearInterval.oldFunction = oldCI;
}
catch(e){ console.log('Something went wrong while extending host object Window.prototype.\n', e); }
})();
This puts a wrapper method around each of the native methods. It will call the native functions and track the returned IDs in an array in the Function objects of the methods. Remember to implement the TODOs.

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