evo-elements
v0.0.3
Published
Evo Cloud Basic Elements
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Readme
evo-elements
Overview
This package includes common and basic building elements for all evo projects.
In this version, it includes:
- Class: defining Class for object-oriented programming
- Trace: simple console logging with predefined levels and customizable component names
- States: a basic framework for building a state machine
- Config: a simple configuration framework to release you from writing similar code in projects
- DelayedJob: ensure a postponed job won't be scheduled multiple times
Install
npm install evo-elements
or pull directly from github.com and link to your project:
git clone https://github.com/evo-cloud/elements
npm link elements --prefix=node_modules
In your JavaScript code, use
var elements = require('evo-elements');
How to Use
Class
Prototype
Class(baseClass, prototype, options);
Parameters
baseClass
: baseClass type, optional, default is Object;prototype
: the prototype for new class;options
: other options like implements and statics, see details below.
Returns
The newly defined class.
Details
A simple and quick sample:
var Class = require('evo-elements').Class;
var MyClass = Class({
constructor: function (value) {
// this is the constructor
this._value = value;
},
print: function () {
console.log(this._value);
},
// getter/setter is supported
get value () {
return this._value;
},
set value (value) {
if (!isFinite(value)) {
throw new Error('Bad Value');
}
this._value = value;
}
});
var myObject = new MyClass(1);
myObject.print(); // get 1
myObject.value = myObject.value + 100;
myObject.print(); // get 101
A simple inheritance sample:
var BaseClass = Class({
constructor: function (value) {
this.value = value;
},
print: function () {
console.log('BaseClass: %d', this.value);
}
});
var SubClass = Class(BaseClass, {
constructor: function (val1, val2) {
BaseClass.prototype.constructor.call(this, val1 + val2);
},
print: function () {
console.log('SubClass');
BaseClass.prototype.print.call(this);
}
});
var myObject = new SubClass(1, 2);
myObject instanceof SubClass; // true
myObject instanceof BaseClass; // true
myObject.print();
// get
// SubClass
// BaseClass: 3
Multiple inheritance with implements
var ActiveBuffer = Class(Buffer, {
// override Clearable
clear: function () {
// TODO I hate to be cleared
this.emit('cleared');
}
}, {
implements: [EventEmitter, Clearable]
});
var buffer = new ActiveBuffer().on('cleared', function () { console.log('CLEARED'); });
buffer.clear();
buffer instanceof Buffer; // true
buffer instanceof EventEmitter; // false
buffer instanceof Clearable; // false
Static members
var Singleton = Class({
constructor: function () {
// ...
},
work: function () {
// ...
}
}, {
statics: {
get instance () {
if (!Singleton._instance) {
Singleton._instance = new Singleton();
}
return Singleton._instance;
}
}
});
Singleton.instance.work();
Trace
Prototype
var trace = Trace(componentName);
trace.error(...);
trace.warn(...);
trace.info(...);
trace.verbose(...);
trace.debug(...);
// aliases
trace.err(...); // same as error
trace.log(...); // same as info
trace.dbg(...); // same as debug
trace.verb(...); // same as verbose
Parameters
componentName
: a string which will be prefixed to the logged line
Returns
The trace object. All the methods follow the same usage as console.log
.
Details
The implementation is backed by debug package.
You can use environment variable DEBUG
to control which information should be logged.
See here for details.
States
A simple state machine.
var states = new States(initialState);
states.transit(newState);
states.from(currState).transit(newState)
initialState
: optional, initialize the state machine with the provided state.newState
: the next state to switch to. It can be an object or a function. If it is a function, it gets invoked when transit happens and is expected to return the new state object.currState
: used withfrom
to assert current state must be currState, otherwisetransit
will not happen.
A state object can provides two methods: enter
and leave
, both are optional.
state.enter(previousState)
Expects returning a state object for next state. If it is different from current state, transition keeps runing.
state.leave(nextState)
Invoked when the state machine transits to nextState
before invoking nextState.enter
.
Config
A simple configuration framework to load settings from command line arguments and configuration files. It also provides a global settings object to be shared by all the modules in one project. When using this, we don't need to write logic for parsing command line and loading and configuration files.
the configuration can always be shared in modules by
var conf = require('evo-elements').Config.conf;
Usually in the main script, use
var conf = require('evo-elements').Config.parse(myArgv).conf;
to parse from specified arguments instead of process.argv
.
Then, use conf.opts
to access all the setting options.
Only one command line option is reserved: -c CONFIG_FILE
or --config CONFIG_FILE
for long option form.
The CONFIG_FILE
must be a YAML file, and all the keys are merged into conf.opts
.
For other options like --option VALUE
or --option=VALUE
will become: conf.opts[option] = VALUE
.
VALUE
is automatically parsed into Number
, String
or Boolean
, if you want to specify a JSON, use --option=json:JSON_STRING
.
DelayedJob
If you know process.nextTick
or setTimeout
, then you know what a DelayedJob
instance does.
But a little differently. Each time invoking process.nextTick
or setTimeout
will schedule a job,
the job executes as many times as you schedule. With a single instance of DelayedJob
, the job is only scheduled once.
The next time you schedule before the job gets run, it does nothing.
The usage is simple:
var job = new DelayedJob(function () {
// Do what you want ...
});
job.schedule(1000); // it will be scheduled in 1 second
job.schedule(); // you want to scheduled in next tick, but actually do nothing, because already scheduled
job.schedule(200); // still do nothing.
Why is this pattern useful? It is used to collect some small events, and perform all of them in one shot, like:
var queue = [];
var job = new DelayedJob(function () {
console.log(queue.join(','));
// clear queue
queue = [];
});
queue.push('something');
job.schedule();
queue.push('something more');
job.schedule();
...
// finally, all the message are processed in one shot
// printed: something,something more
License
MIT/X11 License