This post takes a quick look at EventedArray, a small Array-like JavaScript data structure (written in CoffeeScript) that allows you to register callbacks on accessor/mutator operations and also create fixed size buffers. All examples are in JavaScript.
Background
The concept of Reactive Programming has been gaining a lot of traction lately, especially when working with user interfaces. To oversimplify, Reactive Programming deals with streams of data or events which can be sampled, combined and observed to try an bring order to the chaos found in your typical web application. A lot of very smart folks have written some excellent libraries to achieve this, such as RxJS and Bacon.js. Go check ‘em out.
When working on small applications I often find a need for an “observable” data structure. It would be great to have something like an Array which I could treat like a stack, with events triggered whenever values are pushed on or shifted off. I could achieve this with either of the libraries noted above, or even Backbone.js’s Events mixin, but sometimes I just need something small and simple. Also, it’s fun to learn how things work by rolling your own toy implementations.
The Basics
I wanted this data structure to be as close to a regular Array as possible, with a standard Object Oriented type interface. The core library is written in CoffeeScript but you can pull it into any JavaScript project as a global or with RequireJS. Let’s take a look:
// Create a new data structure
var E = new EventedArray(1,2,3,4);
// It has setters & getters
E.set(5,6);
E.get(4); // returns 5, the 0 indexed value of the array
E.toString(); // "[1,2,3,4,5,6]"
// Remove values
E.remove(3);
E.toString(); // "[1,2,4,5,6]"
// Mess with the stack
E.pop();
E.toString(); // "[1,2,4,5]"
E.shift(); // 1
E.toString(); // "[2,4,5]"
// Underscore collection functions
E.each(function(i){ console.log(i*i); }); // 4 16 25
E.map(function(i){ return i^2; }); // [0,6,7]
E.filter(function(i){ return i%2 == 0; }); // [2,4]
// Raw access to the values
E.values; // [2,4,5]
So that’s cool, it behaves like an Array for the most part. Now I want to add some callbacks that are triggered when I set, get, shift, etc.
E.register('set', function(i){ console.log(i + ' was set on E'); });
E.set(6); // '6 was set on E'
E.register('remove', function(i){ console.log(i + ' was removed!'); });
E.remove(2); // '2 was removed!'
You can register events on most of the methods available, like
reduce
, every
, contains
and many more. Take a look at the
source
to see all the methods available.
The Conveyor Belt
A lot of times I want to treat my data structure like a fixed size
stack, something that will only hold n values, shifting older values
off the front as new ones are pushed onto the end. So I went ahead and
added a setBuffer
method to do just that:
var E = new EventedArray();
E.setBuffer(5);
E.set(1,2,3,4,5,6);
E.toString(); // "[2,3,4,5,6]"
E.set(7,8,9,10);
E.toString(); // "[6,7,8,9,10]"
So what can we do with EventedArray? It really lends itself to managing streams of values, so here’s a little DOM based animation example. Go ahead and waggle your cursor around in the box:
The code for this is pretty simple, you can view it in action
here, we have one
EventedArray with a buffer of 25 storing
Box
objects and a listener on the mousemove
event
passing those Boxes in:
// Create a queue to display our points
var displayQueue = $('#displayqueue');
var P = new EventedArray();
P.setBuffer(25);
// When points are set to this queue display them as a string
P.register('set', function() {
displayQueue.html(P.toString());
});
// Create a Queue that holds 25 items and attach events
var Q = new EventedArray();
Q.setBuffer(25);
// As Boxes are set tell them to appear and also set their
// [x,y] to the displayQueue
Q.register('set', function(b) {
b.showBox();
P.set(b.point)
});
// As boxes are shifted off, tell them to fade out
// and null them out
Q.register('shift', function(b) {
b.hideBox();
b = null;
});
// Drawing area
var canvas = $('#drawing');
// Mousemove listener
var onMove = function(e) {
Q.set(new Box([e.x, e.y], canvas)); // Make a Box
};
document.getElementById('drawing')
.addEventListener('mousemove', onMove);
So this nice, Boxes are pushed into the queue and shifted off, with events triggering their behavior. You could wire up more elaborate systems using this general concept, such as a simple Flickr search which filters items from one EventedArray into another:
In this case we’re using events on the filter
method from Underscore
to shift Photos off one stack and into another:
// Register a filter callback on stream which removes
// photos from the stream itself
stream.register('filter', function(f) {
_.each(f, function(i) { stream.remove(i) });
});
// Filter photos from Stream based on title
$filter_submit.on('click', function(e) {
e.preventDefault();
// make the search term lowercase
var filter = $.trim($filter.val()).toLowerCase();
// filter stream by the search term. This will trigger
// the filter callback on stream
var f = stream.filter(function(i) {
return i.title.toLowerCase().indexOf(filter) !== -1;
});
// Take all the filtered photos and create new elements
// in the filtered list
if (f.length > 0) {
filtered.each(function(i) { filtered.remove(i) });
_.each(f, function(i) {
filtered.set(new Photo(i.entry, $filtered, filtered_remove));
});
};
});
You could get fancy and use drag and drop events to move items from one array to another, using events to do cleanup, trigger animations and such (at that point you would probably want one of the more fleshed out libraries I mentioned up at the top).
EventedArray is a simple data structure. You could blow it out into something a bit more robust, registering multiple callbacks on a single event, feel free to expand it as a learning exercise.
- All source code, tests and build instructions on GitHub - MIT Licensed
- Photo courtesy of Steve Petrucelli via Flickr - Creative Commons
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