How can I update arbitrarily/dynamically nested data with immutability helper? - reactjs

To update nested data with immutability helper, you usually hard-code the path to the data you want to update, sometimes with variables for keys. What do you do if the number of keys/indexes (that is, the depth of nesting) is also variable? I'm looking for a way to update data given an arbitrarily long list of keys. Given [0, 1, 1], I want to update data[0][1][1], or given [9], I'd like to update data[9].
Context: I have a deeply nested array of comments, where a nested comment is a reply to its parent, and I need to add/remove/edit comments based on which comment is selected.
It looks like Immutable.js has methods that work just like I'm describing:
Immutable.JS’s get() or getIn() methods … [access] properties via an array of strings, each of which represents a property key.
https://redux.js.org/recipes/using-immutablejs-with-redux#difficult-to-interoperate-with
Is there a good way to do this with immutability-helper? If not, it's not too late for me to switch to Immutable.js.

The helpers can be used on arbitrary objects, not just immutables. These include getIn, setIn, and updateIn:
Take a look at the docs, they are quite convinient and come with samples.
const { getIn } = require('immutable');
const myDynamicPath = [0, 1, 1];
getIn({ 1: { 2: { 3: 123 }}}, [1, 2, '3'], 'ifNotSet') // 123
PS: Take care when using numbers as keys, as they are always strings on objects. ImmutableJS (and native Map/Set) on the other hand can deal with arbitrary types in keys and are therefore type-strict when used on ImmutableJS collections. So if you ever convert that data object to an Immutable, you might have confusing results if you do not pay attention.

Related

How do deal with nested Arrays/objects in BehaviorSubjects, Observables?

I generally have problems using rxjs with nested Objects or Arrays.
My current use-case is this:
{a: [
{b: 0, c:[{d:1}]},
{b: 1, e:[{f: 'someString'}]}
]
Task: Get and set the Observable or value of a,b,c,d,e,f. I also want to be able to subscribe to each property.
I had this Problem in a similar use-case with an Array of BehaviorSubjects:
Efficiently get Observable of an array BehaviorSubjects
I generally have problems to use the basic functionality of nested arrays/objects in rxjs.
The basic functionality I mean includes:
Array:
getting Element by Index
using for of/in on Arrays
setting an Element by Index
push, pop, shift, slice, splice, ...
Object:
getting Value by Property name
going into the nested tree: object.key1.key2.key3[3].key4 ...
setting Value by Property name
assign
for of/in loops
Generally:
Destructuring: e.g.: let [variable1, variable2] = someObject;
Maybe other stuff I forgot.
I dont know if and which functions are possible for which rxjs Objects and which make sense (for example you should be able to set values in an Observable directly). But coming from a background without rxjs, I have trouble to manage my rxjs Objects properly.
I think reason for this besides my lack of knowledge and understanding is, that
a. The rxjs Objects don't provide the functionality as I'm used to from normal arrays and objects. e.g.:
let variable1 = array[1].property;
//becomes this (see related stack-Question I mentioned earlier)
let variable2 = array.pipe(mergeMap(d=> d[index].pipe(map(d1 => d1[property]));
// -> what happens here? You first need to know what mergeMap,
// map is doing and you have 5 levels of nested inline functions.
b. To implement the those mentioned functionalities I need to go over the .pipe() function and use some function like mergeMap, map, pluck, ... Functions that aren't directly indicating that you can get the Observable of let's say 'e' in my example. Making something like object.a[1].e wierd to implement (at least I don't know how to do that yet)
EDIT:
I also want to note, that I still love the idea of rxjs which works well in angular. I just have problems using it to it's full extend, as I'm a bit new to angular and consequently rxjs.
I thin RX is mainly focus on dealing with async operations. Mutation of array and object we can perfectly use the methods comes natively with javascript if theres no existing operators. or you can create your own operator for mutation/iteration etc.
Will try to answer some of your question on array/objects mutation, they are actually very straight forward.
Array:
getting Element by Index
map(arr=>arr[index])
using for of/in on Arrays
map(arr=>arry.map(item=>....))
setting an Element by Index
tap(arr=>arr[index]=somevalue)
Object:
getting Value by Property name
pluck('name')
going into the nested tree: object.key1.key2.key3[3].key4 ...
pluck('key1','key2')
setting Value by Property name
map(obj=>({a:value,obj...}))
assign
lets say your really want some pick array index method as rxjs operator you can create something like, same as for..in operations.
const pluckIndex=(index)=>source=>source.pipe(map(arr=>arr[index]))
const source = of([2,3])
source.pipe(pluckIndex(1)).subscribe(x => console.log(x));

What is the name of the anti-pattern of using a js object/dictionary/map to implement an array/vector

For ease of notation, I will use JSON in the following, though the anti-pattern can be programmed in many languages
Let's say that I have a sensible JSON such as
{
"SomeProperty": "SomeValue",
"SomeOtherProperty": 42,
"Items": [
"ValueOfItem0", "ValueOfItem1"
]
}
It has simple entries and an array of items. An alternative way of representing the data, which I think is an anti-pattern and for which I search the name is
{
"someProperty": "someValue",
"someOtherProperty": 42,
"Item0": "valueOfItem0",
"Item1": "valueOfItem1",
"NumberOfItems": 2
}
Instead of by the array, the items are kept 'together' by the keys, which a consumer of the anti-pattern JSON would need to predict. For this reason, the NumberOfItems property has been added, though by using a TryGet-like technique, the property can be made obsolete. Why would anyone do this? Limitations of the serializer.
Comments:
My search has revealed nothing. The sort-of opposite direction is the "Arrject", therefore my humble suggestion for the described anti-pattern, if yet unnamed, would be "Orray", a name already used by Star Wars.

arrays vs key value pairs (Map/Object) in React

I am often torn on wether or not should I be using a key value pair data structure or an array in React when representing a collection of uniquely identifiable objects.
For example, say we would like a component to receive a collection of messages. Is there anything wrong with modeling them like this,
{
message1: {from:"bill" , to:"frank"},
message2: {from:"Jill" , to:"sammy"}
}
or similarly as an ES6 map, should we use an array of objects like this
[
{name:"message1" , from:"bill" , to:"frank"},
{name:"message2" , from:"Jill" , to:"sammy"}
]
I would like to know if there is some kind of best practice regarding the use of key value data structures in React.
In my opinion it's better to use objects, even if it's more easier to list/map through the data when using arrays, in most cases you'll want to edit specific elements and an object with the identifier as key will help a lot.
This provides some useful details:
https://www.youtube.com/watch?v=aJxcVidE0I0&t=415s

How do I use Array#dig and Hash#dig introduced in Ruby 2.3?

Ruby 2.3 introduces a new method on Array and Hash called dig. The examples I've seen in blog posts about the new release are contrived and convoluted:
# Hash#dig
user = {
user: {
address: {
street1: '123 Main street'
}
}
}
user.dig(:user, :address, :street1) # => '123 Main street'
# Array#dig
results = [[[1, 2, 3]]]
results.dig(0, 0, 0) # => 1
I'm not using triple-nested flat arrays. What's a realistic example of how this would be useful?
UPDATE
It turns out these methods solve one of the most commonly-asked Ruby questions. The questions below have something like 20 duplicates, all of which are solved by using dig:
How to avoid NoMethodError for missing elements in nested hashes, without repeated nil checks?
Ruby Style: How to check whether a nested hash element exists
In our case, NoMethodErrors due to nil references are by far the most common errors we see in our production environments.
The new Hash#dig allows you to omit nil checks when accessing nested elements. Since hashes are best used for when the structure of the data is unknown, or volatile, having official support for this makes a lot of sense.
Let's take your example. The following:
user.dig(:user, :address, :street1)
Is not equivalent to:
user[:user][:address][:street1]
In the case where user[:user] or user[:user][:address] is nil, this will result in a runtime error.
Rather, it is equivalent to the following, which is the current idiom:
user[:user] && user[:user][:address] && user[:user][:address][:street1]
Note how it is trivial to pass a list of symbols that was created elsewhere into Hash#dig, whereas it is not very straightforward to recreate the latter construct from such a list. Hash#dig allows you to easily do dynamic access without having to worry about nil references.
Clearly Hash#dig is also a lot shorter.
One important point to take note of is that Hash#dig itself returns nil if any of the keys turn out to be, which can lead to the same class of errors one step down the line, so it can be a good idea to provide a sensible default. (This way of providing an object which always responds to the methods expected is called the Null Object Pattern.)
Again, in your example, an empty string or something like "N/A", depending on what makes sense:
user.dig(:user, :address, :street1) || ""
One way would be in conjunction with the splat operator reading from some unknown document model.
some_json = JSON.parse( '{"people": {"me": 6, ... } ...}' )
# => "{"people" => {"me" => 6, ... }, ... }
a_bunch_of_args = response.data[:query]
# => ["people", "me"]
some_json.dig(*a_bunch_of_args)
# => 6
It's useful for working your way through deeply nested Hashes/Arrays, which might be what you'd get back from an API call, for instance.
In theory it saves a ton of code that would otherwise check at each level whether another level exists, without which you risk constant errors. In practise you still may need a lot of this code as dig will still create errors in some cases (e.g. if anything in the chain is a non-keyed object.)
It is for this reason that your question is actually really valid - dig hasn't seen the usage we might expect. This is commented on here for instance: Why nobody speaks about dig.
To make dig avoid these errors, try the KeyDial gem, which I wrote to wrap around dig and force it to return nil/default if any error crops up.

Sorting and managing numerous variables

My project has classes which, unavoidably, contain hundreds upon hundreds of variables that I'm always having to keep straight. For example, I'm always having to keep track of specific kinds of variables for a recurring set of "items" that occur inside of a class, where placing those variables between multiple classes would cause a lot of confusion.
How do I better sort my variables to keep from going crazy, especially when it comes time to save my data?
Am I missing something? Actionscript is an Object Oriented language, so you might have hundreds of variables, but unless you've somehow treated it like a grab bag and dumped it all in one place, everything should be to hand. Without knowing what all you're keeping track of, it's hard to give concrete advice, but here's an example from a current project I'm working on, which is a platform for building pre-employment assessments.
The basic unit is a Question. A Question has a stem, text that can go in the status bar, a collection of answers, and a collection of measures of things we're tracking about what the user does in that particular type of questions.
The measures are, again, their own type of object, and come in two "flavors": one that is used to track a time limit and one that isn't. The measure has a name (so we know where to write back to the database) and a value (which tells us what). Timed ones also have a property for the time limit.
When we need to time the question, we hand that measure to yet another object that counts the time down and a separate object that displays the time (if appropriate for the situation). The answers, known as distractors, have a label and a value that they can impart to the appropriate measure based on the user selection. For example, if a user selects "d", its value, "4" is transferred to the measure that stores the user's selection.
Once the user submits his answer, we loop through all the measures for the question and send those to the database. If those were not treated as a collection (in this case, a Vector), we'd have to know exactly what specific measures are being stored for each question and each question would have a very different structure that we'd have to dig through. So if looping through collections is your issue, I think you should revisit that idea. It saves a lot of code and is FAR more efficient than "var1", "var2", "var3."
If the part you think is unweildy is the type checking you have to do because literally anything could be in there, then Vector could be a good solution for you as long as you're using at least Flash Player 10.
So, in summary:
When you have a lot of related properties, write a Class that keeps all of those related bits and pieces together (like my Question).
When objects have 0-n "things" that are all of the same or very similar, use a collection of some sort, such as an Array or Vector, to allow you to iterate through them as a group and perform the same operation on each (for example, each Question is part of a larger grouping that allows each question to be presented in turn, and each question has a collection of distractors and another of measures.
These two concepts, used together, should help keep your information tidy and organized.
While I'm certain there are numerous ways of keeping arrays straight, I have found a method that works well for me. Best of all, it collapses large amounts of information into a handful of arrays that I can parse to an XML file or other storage method. I call this method my "indexed array system".
There are actually multiple ways to do this: creating a handful of 1-dimensional arrays, or creating 2-dimensional (or higher) array(s). Both work equally well, so choose the one that works best for your code. I'm only going to show the 1-dimensional method here. Those of you who are familiar with arrays can probably figure out how to rewrite this to use higher dimensional arrays.
I use Actionscript 3, but this approach should work with almost any programming or scripting language.
In this example, I'm trying to keep various "properties" of different "activities" straight. In this case, we'll say these properties are Level, High Score, and Play Count. We'll call the activities Pinball, Word Search, Maze, and Memory.
This method involves creating multiple arrays, one for each property, and creating constants that hold the integer "key" used for each activity.
We'll start by creating the constants, as integers. Constants work for this, because we never change them after compile. The value we put into each constant is the index the corresponding data will always be stored at in the arrays.
const pinball:int = 0;
const wordsearch:int = 1;
const maze:int = 2;
const memory:int = 3;
Now, we create the arrays. Remember, arrays start counting from zero. Since we want to be able to modify the values, this should be a regular variable.
Note, I am constructing the array to be the specific length we need, with the default value for the desired data type in each slot. I've used all integers here, but you can use just about any data type you need.
var highscore:Array = [0, 0, 0, 0];
var level:Array = [0, 0, 0, 0];
var playcount:Array = [0, 0, 0, 0];
So, we have a consistent "address" for each property, and we only had to create four constants, and three arrays, instead of 12 variables.
Now we need to create the functions to read and write to the arrays using this system. This is where the real beauty of the system comes in. Be sure this function is written in public scope if you want to read/write the arrays from outside this class.
To create the function that gets data from the arrays, we need two arguments: the name of the activity and the name of the property. We also want to set up this function to return a value of any type.
GOTCHA WARNING: In Actionscript 3, this won't work in static classes or functions, as it relies on the "this" keyword.
public function fetchData(act:String, prop:String):*
{
var r:*;
r = this[prop][this[act]];
return r;
}
That queer bit of code, r = this[prop][this[act]], simply uses the provided strings "act" and "prop" as the names of the constant and array, and sets the resulting value to r. Thus, if you feed the function the parameters ("maze", "highscore"), that code will essentially act like r = highscore[2] (remember, this[act] returns the integer value assigned to it.)
The writing method works essentially the same way, except we need one additional argument, the data to be written. This argument needs to be able to accept any
GOTCHA WARNING: One significant drawback to this system with strict typing languages is that you must remember the data type for the array you're writing to. The compiler cannot catch these type errors, so your program will simply throw a fatal error if it tries to write the wrong value type.
One clever way around this is to create different functions for different data types, so passing the wrong data type in an argument will trigger a compile-time error.
public function writeData(act:String, prop:String, val:*):void
{
this[prop][this[act]] = val;
}
Now, we just have one additional problem. What happens if we pass an activity or property name that doesn't exist? To protect against this, we just need one more function.
This function will validate a provided constant or variable key by attempting to access it, and catching the resulting fatal error, returning false instead. If the key is valid, it will return true.
function validateName(ID:String):Boolean
{
var checkthis:*
var r:Boolean = true;
try
{
checkthis = this[ID];
}
catch (error:ReferenceError)
{
r = false;
}
return r;
}
Now, we just need to adjust our other two functions to take advantage of this. We'll wrap the function's code inside an if statement.
If one of the keys is invalid, the function will do nothing - it will fail silently. To get around this, just put a trace (a.k.a. print) statement or a non-fatal error in the else construct.
public function fetchData(act:String, prop:String):*
{
var r:*;
if(validateName(act) && validateName(prop))
{
r = this[prop][this[act]];
return r;
}
}
public function writeData(act:String, prop:String, val:*):void
{
if(validateName(act) && validateName(prop))
{
this[prop][this[act]] = val;
}
}
Now, to use these functions, you simply need to use one line of code each. For the example, we'll say we have a text object in the GUI that shows the high score, called txtHighScore. I've omitted the necessary typecasting for the sake of the example.
//Get the high score.
txtHighScore.text = fetchData("maze", "highscore");
//Write the new high score.
writeData("maze", "highscore", txtHighScore.text);
I hope ya'll will find this tutorial useful in sorting and managing your variables.
(Afternote: You can probably do something similar with dictionaries or databases, but I prefer the flexibility with this method.)

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