I dissected ng-repeat and extracted the code blocks attached, seeing that these comprise the logic that handles the repeating algorithm (which I want to understand how it works).
I have quite a few questions, but since they are all about the internals of ng-repeat I chose to ask them all here. I don't see any reason to separate them into different SO questions. I have marked inline to which line(s) of code each question refers to.
Why do they need to make sure that trackById is not the native hasOwnProperty function? (that's what that assertNotHasOwnProperty function does, part of Angular's internal API)
As far as my intuition go, this code executes on items already in the repeater, when it has to update the collection - it just picks them up and pushes them into the list for processing, right?
This code block obviously looks for duplicates in the repeater collection. But how exactly does it do that is beyond me. Please explain.
Why does Angular have to store the block object both nextBlockMap and in nextBlockOrder?
What are block.endNode and block.startNode?
I assume the answer to the above question will clarify how this algorithm work, but please explain why it has to check if the nextNode has (been) '$$NG_REMOVED'?
What happens here? Again, I assume question 6 will already provide an answer to this one. But still pointing that out.
Like I said, I dug through ng-repeat to find the code I deemed relevant to the repeating mechanism. Plus, I do understand the rest of the directive. So without further ado, here is the code (from v1.2.0):
length = nextBlockOrder.length = collectionKeys.length;
for (index = 0; index < length; index++) {
key = (collection === collectionKeys) ? index : collectionKeys[index];
value = collection[key];
trackById = trackByIdFn(key, value, index);
// question #1
assertNotHasOwnProperty(trackById, '`track by` id');
// question #2
if (lastBlockMap.hasOwnProperty(trackById)) {
block = lastBlockMap[trackById];
delete lastBlockMap[trackById];
nextBlockMap[trackById] = block;
nextBlockOrder[index] = block;
// question #3
} else if (nextBlockMap.hasOwnProperty(trackById)) {
// restore lastBlockMap
forEach(nextBlockOrder, function(block) {
if (block && block.startNode) lastBlockMap[block.id] = block;
});
// This is a duplicate and we need to throw an error
throw ngRepeatMinErr('dupes', "Duplicates in a repeater are not allowed. Use 'track by' expression to specify unique keys. Repeater: {0}, Duplicate key: {1}",
expression, trackById);
// question #4
} else {
// new never before seen block
nextBlockOrder[index] = { id: trackById };
nextBlockMap[trackById] = false;
}
}
for (index = 0, length = collectionKeys.length; index < length; index++) {
key = (collection === collectionKeys) ? index : collectionKeys[index];
value = collection[key];
block = nextBlockOrder[index];
// question #5
if (nextBlockOrder[index - 1]) previousNode = nextBlockOrder[index - 1].endNode;
if (block.startNode) {
// if we have already seen this object, then we need to reuse the
// associated scope/element
childScope = block.scope;
// question #6
nextNode = previousNode;
do {
nextNode = nextNode.nextSibling;
} while(nextNode && nextNode[NG_REMOVED]);
if (block.startNode != nextNode) {
// existing item which got moved
$animate.move(getBlockElements(block), null, jqLite(previousNode));
}
previousNode = block.endNode;
} else {
// new item which we don't know about
childScope = $scope.$new();
}
// question #7
if (!block.startNode) {
linker(childScope, function(clone) {
clone[clone.length++] = document.createComment(' end ngRepeat: ' + expression + ' ');
$animate.enter(clone, null, jqLite(previousNode));
previousNode = clone;
block.scope = childScope;
block.startNode = previousNode && previousNode.endNode ? previousNode.endNode : clone[0];
block.endNode = clone[clone.length - 1];
nextBlockMap[block.id] = block;
});
}
}
lastBlockMap = nextBlockMap;
After some tinkering with the directive, I became familiar with ng-repeaters code, and managed to answer some of my questions. I highlighted in bold the things I couldn't yet figure out on my own, and would appreciate if anyone could shed some light on the bold parts:
The ID is tested for hasOwnProperty, because they use that method to check whether the ID is present in the iteration objects (lastBlockMap, nextBlockMap) (this process explained below). I couldn't find out on what scenario this can actually happen, however.
I was correct in my assumption. nextBlockMap contains all items that will be transcluded on the current model change. lastBlockMap contains everything from the previous model update. It used for finding duplicates in the collection.
OK, this one is pretty straightforward actually. In this for loop, ng-repeat fills up nextBlockMap with items from lastBlockMap. Looking at the order of ifs, it's easy to see that if the item cannot be found in lastBlockMap, but it is already present in nextBlockMap (meaning, it was already copied there from lastBlockMap, and therefore its trackById appears twice in the collection) - it's a duplicate. What the forEach does is simply run through all initialized items in nextBlockMap (blocks that have a startNode property) and push their ID back into lastBlockMap. I cannot however understand why this is necessary.
The only reason I could find for separating nextBlockOrder (all trackByIds in an array) from nextBlockMap (all block objects in a trackById hash), is this line, which working with an array makes it an easy and simple operation: if (nextBlockOrder[index - 1]) previousNode = nextBlockOrder[index - 1].endNode;. It is explained in the answers to question 5 and 6:
block.startNode and block.endNode are the first and last DOM nodes in the block belonging to an item in the collected being repeated. Therefore, this line here sets previousNode to reference the last DOM node of the previous item in the repeater.
previousNode is then used as the first node, in a loop that checks how the DOM changed when items have been moved around or removed from the repeater collection - again, only in case we are not working with the first block in the array.
This is easy - it initializes the block - assigning the $scope and startNode and endNode for later reference, and saves everything in nextBlockMap. The comment created right after the cloned element, is there to guarantee we always have an endNode.
Related
I have an edit page where the user can edit a file in the system, and then save it. When loading the file, I make two objects out of the result, one is bound to the view and the other I wish to keep (in its original state) until "save" is clicked, and then use it to compare vs the view-bound object, to see if any changes have been made.
So, when the page loads, this is being run
$http.get('/api/files/' + $stateParams.id)
.then(function (result) {
vm.fileTemp = result.data;
vm.fileTempCopy = result.data;
The fileTempCopy is not being touched or referenced by anything in the view or elsewhere in the controller, except in the save-method, where i check if they are alike or not. But somehow, both of them are updated when i make changes to the input fields (as if they were both used as ng-model for the inputs).
if(vm.fileTemp === vm.fileTempCopy)//in save-function
is always true, and their fields are exactly the same.
Why does this happen and how can I solve it?
Using the assignment operator, you are actually just referencing the original array. Arrays are reference types. That means, that they don't actually store values, they only store references to those values. What you where doing is copying a reference to a memory location, meaning that any changes to the memory at that location (including removing elements) will be reflected in both arrays.
So you will want to do this instead:
vm.fileTemp = angular.copy(result.data);
vm.fileTempCopy = angular.copy(result.data);
here is a very basic approach to checking an object's "value equality".
function isEquivalent(a, b) {
// Create arrays of property names
var aProps = Object.getOwnPropertyNames(a);
var bProps = Object.getOwnPropertyNames(b);
// If number of properties is different,
// objects are not equivalent
if (aProps.length != bProps.length) {
return false;
}
for (var i = 0; i < aProps.length; i++) {
var propName = aProps[i];
// If values of same property are not equal,
// objects are not equivalent
if (a[propName] !== b[propName]) {
return false;
}
}
// If we made it this far, objects
// are considered equivalent
return true;
}
//After your update Outputs: false
console.log(isEquivalent(vm.fileTemp, vm.fileTempCopy));
Ok, so I have some experience with as3 and some of the basics. But this problem has been stumping me for so long. I tried to do a workaround based on what I currently know about as3. But somehow either i get an error message or it just doesn't do anything at all. Here is the code that i'm trying to solve.
var zombieCount:Array = new Array();
var helltime:Timer = new Timer(1500);
helltime.addEventListener(TimerEvent.TIMER, spawnzombies)
helltime.start();
function spawnzombies(happened:TimerEvent){
var zombie1:Zombie = new Zombie();
zombieCount.push(zombie1);
stage.addChild(zombieCount[zombieCount.length - 1]);
zombie1.x = 135 + (330*Math.random())
zombie1.y = -29
stage.addEventListener(Event.ENTER_FRAME, move_zombie)
function move_zombie(happened:Event){
for(var i:int; i < zombieCount.length; i++){
zombieCount[i].y = zombieCount[i].y + 1;
if(zombieCount[i].hitTestObject(border)){
stage.removeChild(zombieCount[i]);
zombieCount.shift();
trace(zombieCount.length);
}
}
}
}
While this may not be inclusive of everything wrong, here are at least a few of the issues I see.
Inline function issue:
Inside your timer tick handler (spawnZombies), you create an inline function called move_zombie and then add an enter frame handler that calls that function.
The issue here, is that every tick of the timer, will then create a whole new copy of that function, and add ANOTHER enter frame handler. This will create huge problems after a few timer ticks.
Break that move_zombie function OUT OF the spawn function:
eg:
helltime.addEventListener(TimerEvent.TIMER, spawnzombies)
helltime.start();
stage.addEventListener(Event.ENTER_FRAME, move_zombie);
function move_zombie(......
function spawnzombies(.....
Iteration issue:
In your for loop:
for(var i:int; i < zombieCount.length; i++){
zombieCount[i].y = zombieCount[i].y + 1;
if(zombieCount[i].hitTestObject(border)){
stage.removeChild(zombieCount[i]);
zombieCount.shift();
trace(zombieCount.length);
}
}
You are not initializing your i value. While this will default it to 0, it's still a good idea for readability to initialize it.
So your iterating forward from 0 to the end of the array. However, if your hit test succeeds, you then use the shift method of the array. This removes the first item of the array (irrespective of what value i is at the time). This will remove the wrong item, plus mess up what zombieCount[i] refers to (because the amount of items has now changed after doing shift, so the next iteration zombieCount[i] will be a reference to same item as the previous iteration).
Instead of what you're currently doing, use the splice method to remove, and iterate backwards so your index doesn't get out of whack.
for(var i:int=zombieCount.length-1;i >=0;i--){
zombieCount[i].y += 1; //move it down 1 pixel
if(zombieCount[i].hitTestObject(border)){
stage.removeChild(zombieCount[i]);
zombieCount.splice(i,1); //remove the item at the current index (do this instead of shift)
trace(zombieCount.length);
}
}
I'm collecting rows of answers from a database which are made in to arrays. Something like:
for (var i:int = 0; i < event.result.length; i++) {
var data = event.result[i];
var answer:Array = new Array(data["question_id"], data["focus_id"], data["attempts"], data["category"], data["answer"], data["correct"], data["score"]);
trace("answer: " + answer);
restoreAnswer(answer, i);
}
Now, if I trace answer, I typically get something like:
answer: 5,0,2,IK,1.a,3.1,0
answer: 5,0,1,IK,2.a,3.1,0
answer: 4,1,1,AK,3,3,2
From this we see that focus_id 0 (second array item) in question_id 5 (first array item) has been attempted twice (third array item), and I only want to use the last attempt in my restoreAnswer function.
My problem is that first attempt answers override the second attempts since the first are parsed last it seems. How do I go about only calling my restoreAnswer only when appropriate?
The options are:
1 attempts, correct score (2 points)
2 attempts, correct score (1 points)
1 attempt, wrong score (0 points)
2 attemps, wrong score (0 points)
There can be multiple focus_id in each question_id.
Thank you very much! :)
I would consider having the DB query return only the most recent attempt, or if that doesn't work efficiently, return the data in attempt order. You may score question 5 twice, but at least it'll score correctly on the last pass.
You can also filter or sort the data you get back from the server.
Michael Brewer-Davis suggested using the database query to resolve this; normally speaking, this would be the right solution.
If you wait until you get it back from the web method call or whatever in AS3, then consider creating an additional Vector variable:
var vAttempts:Vector.<Vector.<int>> = new Vector.<Vector.<int>>(this.m_iNumQuestions);
You mentioned that it seems that everything is sorted so that earlier attempts come last. First you want to make sure that's true. If so, then before you do any call to restoreAnswer(), you'll want to check vAttempts to make sure that you have not already called restoreAnswer() for that question_id and focus_id:
if (!vAttempts[data["question_id"]])
{
vAttempts[data["question_id"]] = new Vector.<int>(); // ensuring a second dimension
}
if (vAttempts[data["question_id"]].indexOf(data["focus_id"]) == -1)
{
restoreAnswer(answer, i);
vAttempts[data["question_id"]].push(data["focus_id"]);
}
So optimizing this just a little bit, what you'll have is as follows:
private final function resultHandler(event:ResultEvent):void {
var vAttempts:Vector.<Vector.<int>> = new Vector.<Vector.<int>>(this.m_iNumQuestions);
var result:Object = event.result;
var iLength:int = result.length;
for (var i:int = 0; i < iLength; i++) {
var data = result[i];
var iQuestionID:int = data["question_id"];
var iFocusID:int = data["focus_id"];
var answer:Array = [iQuestionID, iFocusID, data["attempts"],
data["category"], data["answer"], data["correct"], data["score"]];
trace("answer: " + answer);
var vFocusIDs:Vector.<int> = vAttempts[iQuestionID];
if (!vFocusIDs) {
vAttempts[iQuestionID] = new <int>[iFocusID];
restoreAnswer(answer, i);
} else if (vFocusIDs.indexOf(iFocusID) == -1) {
restoreAnswer(answer, i);
vFocusIDs.push(iFocusID);
}
}
}
Note: In AS3, Arrays can skip over certain indexes, but Vectors can't. So if your program doesn't already have some sort of foreknowledge as to the number of questions, you'll need to change vAttempts from a Vector to an Array. Also account for whether question IDs are 0-indexed (as this question assumes) or 1-indexed.
I have an array in which the response to each question is recorded using a list response. A for loop where once the last question in the array is reached, another button (titled "continue") is made visible. A person clicks this now visible button to continue the task. I have two trace commands in my code, one in the for loop and one in for when the continued button is clicked. The trace function in the for loop works; however, the trace executed in the function when the continue button is clicked returns "undefined" values. (If my description isn't clear, I will make this more concrete using my code below.)
My question is why is it that the exact same value that is being trace would return values in one instance and not the other? My goal is to store the responses to the questions in the array into a String.
var listOfQuestions:Array = new Array;
var listOfAnswers:Array = new Array;
var i:int = 0;
listOfQuestions[0] = "Question 1";
listOfQuestions[1] = "Question 2";
listOfQuestions[2] = "Question 3";
lstResponses.addItem({label: "Response 1", data: "1"});
lstResponses.addItem({label: "Response 2", data: "2"});
lstResponses.addItem({label: "Response 3", data: "3"});
btnNextQuestion.addEventListener(MouseEvent.CLICK, presentNextQuestion);
function presentNextQuestion(evt:MouseEvent){
listOfAnswers[i] = lstResponses.selectedItem.data;
lstResponses.selectedItem = null;
i++;
//Present the element stored in index āiā;
if(i == listOfQuestions.length)
{
txtQuestion.htmlText = "<b>End of list. Click the Continue to Part II for the next part.</b>", btnContinue.visible = true, btnNextQuestion.visible = false;
//Output all the questions and answers;
for (i = 0; i <listOfQuestions.length; i++)
{
trace(i, listOfQuestions[i], listOfAnswers[i]);
}
}
/*If there are more elements left, present the element stored in index āi.ā*/
else
{
txtQuestion.htmlText = listOfQuestions[i];
}
}
btnContinue.addEventListener(MouseEvent.CLICK, continueClicked);
function continueClicked(evt:MouseEvent){
trace(listOfAnswers[i]);
}
To reiterate my issue using my code above:
trace(i, listOfQuestions[i], listOfAnswers[i])
yields the anticipated result, i.e., 0 Question 1 [response]. However, the
trace(listOfAnswers[i]);
in the last line of the code yields "undefined".
I've also wondered whether this error was due to the data needing to be converted to a string. In that regard, I added the following code (see below), but the error I received was: Error #1010: A term is undefined and has no properties.
var b:String = new String;
b = listOfAnswers[i].toString()
b = listOfAnswers[i].join("");
Thanks for your time and patience.
The issue appears to be how you're tracing the answer when you click on the continue button. You are tracing the answer at the index of i but your code doesn't prevent i from being incremented past the length of your list.
My guess is you're clicking the next button until it tells you that you have reached the end of the list, then only do you click the continue button. If so, i will be 3, and you're trying to trace listOfAnswers [3] and that is one more than the length of your list, giving you undefined.
Try replacing
trace(listOfAnswers[i]);
with
for (i = 0; i <listOfQuestions.length; i++)
{
trace(listOfAnswers[i]);
}
I'm trying to make a bomb catching game (I'm actually using the code from the AS3 Classroom in a Book on arrays). As soon as I changed the word fruit to bomb in the code I got error 1007. With the exception of changing basket_mc to eod_mc and fruit to bomb (I used command-F and replaced with case sensitive on) I haven't changed much. It worked with eod_mc, but doesn't with bomb.
var bombArray:Array = new Array(bomb);
var bombsOnstage:Array = new Array();
var bombsCollected:int = 0;
var bombsLost:int = 0;
for (var i:int = 0; i<20; i++) {
var pickBomb = bombArray[int(Math.random() * bombArray.length)];
var bomb:MovieClip = new pickBomb();
addChild(bomb);
bomb.x = Math.random() * stage.stageWidth-bomb.width;// bomb.width is subtracted from the random x position to elimate the slight possibility that a clip will be placed offstage on the right.
bomb.y = Math.random() * -500;
bomb.speed = Math.random() * 15 + 5;
bombsOnstage.push(bomb);
}
eod_mc.addEventListener(MouseEvent.MOUSE_DOWN, dragEod);
stage.addEventListener(MouseEvent.MOUSE_UP, dragStop);
function dragEod(e:Event):void {
eod_mc.startDrag();
}
function dragStop(e:Event):void {
eod_mc.stopDrag();
}
stage.addEventListener(Event.ENTER_FRAME, catchBomb);
function catchBomb(e:Event):void {
for (var i:int = bombsOnstage.length-1; i > -1; i--) {
var currentBomb:MovieClip = bombsOnstage[i];
currentBomb.y += currentBomb.speed;
if (currentBomb.y > stage.stageHeight - currentBomb.height) {
currentBomb.y = 0 - currentBomb.height;
bombsLost++;
field2_txt.text = "Total Bombs Detonated: " + bombsLost;
}
if (currentBomb.hitTestObject(eod_mc)) {
bombsCollected++;
removeChild(currentBomb);
bombsOnstage.splice(i,1);
field1_txt.text = "Total Bombs Caught: " + bombsCollected;
if (bombsCollected >= 20) {
eod_mc.gotoAndStop(20);
} else if (bombsCollected > 15) {
eod_mc.gotoAndStop(15);
} else if (bombsCollected>10) {
eod_mc.gotoAndStop(10);
} else if (bombsCollected>5) {
eod_mc.gotoAndStop(5);
}
}
}
if (bombsOnstage.length <= 0) {
field1_txt.text = "You Win! You have defused the bombs.";
field2_txt.text = "";
stage.removeEventListener(Event.ENTER_FRAME, catchBomb);
}
if (bombsLost >= 20) {
field1_txt.text = "Sorry you lose. You have lost your foot!";
field2_txt.text = "";
stage.removeEventListener(Event.ENTER_FRAME, catchBomb);
for (var j:int = bombsOnstage.length-1; j > -1; j--) {
currentBomb = bombsOnstage[j];
removeChild(currentBomb);
bombsOnstage.splice(j,1);
}
}
}
Maybe to avoid making your programming life more twisted than it is now...
There are objects and classes in programming, a class is a description of a set of objects, say "table" (or, as it's better to differ in names for classes and variables, "Table", first letter capitalized) is a name of a class. An instance or an object is a structure that belongs to one or more classes, with Object being the topmost, as everything in programming is either an object or a "simple variable", that is, a number, a true/false, a string of characters (these are object types in AS3 too, though, Number, Boolean, String, but these generally not need to be instantiated via new) or probably some other simple type I don't remember right now.
Classes have properties and methods. A property is something that can be requested off any object of the class, say "height" for tables. Properties can be of any type, including nested objects, depending on what your base class is. Say stage in AS3 is a property of any DisplayObject which is used to get the only Stage object there is at runtime[1]. Methods are what any object of a class can be told to do. Say, bombs fall, explode, MovieClips can be told to stop(), etc. You write class code keeping in mind that all of the objects of this class will have to behave exactly like you've written, but since they can differ in properties, you can give them conditional behavior. For example, if a bomb has already exploded, it cannot blow up once more.
A variable, whether a property or a standalone var (if you declare one in a function) is a reference to an object of a given type. Say var i:int refers to some kind of an integer. Simple type vars are containers instead, that is, i=2; will place a 2 in the referred integer, and i=j; will copy the value from j into i, while var theStage:Stage=this.stage will instead create a reference to an existing object, and if that object will change, the reference will give you the changed object instead of its previous state. An array is a collection of variables, reachable by indexes, in AS3 they don't have to be of one type, and a Vector is a typed array.
Next, the lifetime of objects. An object only lives while there's an active reference to it, whether in a property of another alive object, or in a visible variable, or in an event listener (AS3 specific). An object is created via new ClassName(<parameters>), lives while you can reach it somehow, and is destroyed once you have no active links to it and Flash player decides to run garbage collector. Prior to this programmers had to deallocate objects themselves, a rudiment can be seen at BitmapData.dispose(). So, in order to avoid Flash player to run out of free memory, take full control over creation and destruction of links. You don't need to care for simple vars, they are being cared for by Flash player.
A lot of basic functions for interactions has already been implemented in AS3, look for them and examples of how they work in Adobe's manual, navigate through packages in the lower left, most of the interactive stuff is in flash.display package, refer to other packages as necessary.
Hope this will bring you some insight into programming basics.
[1]: There is one stage unless you're doing a load of an SWF, then there could be more, one Stage per one SWF.