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vegas-js-signals

v1.3.7

Published

The VEGAS JS 'signals' library is a light-weight messaging tools.

Downloads

8

Readme

VEGAS JS

Vegas JS | Signals - version 1.3.7 is an Opensource Library based on ECMAScript for develop crossplatform Rich Internet Applications and Games.

This library is light-weight, strongly-typed messaging tools. Wire your application with better APIs and less boilerplate than W3C DOMEvents.

This library contains a set of libraries writing in Javascript and based on the ES6 standard :

About

License

Under tree opensource licenses :

Resources

⌜ Download

Download on Bitbucket the latest code, report an issue, ask a question or contribute :

⌜ Documentation

Get started with the the Vegas JS API :

⌜ Slack Community

slack-logo-vector-download.jpg

Send us your email to join the VEGAS community on Slack !

Install

⌜ YARN / NPM

You can install VEGAS JS with NPM or Yarn.

yarn add vegas-js-signals --dev

or

npm install vegas-js-signals --save-dev

Example

1 - Load the ¨./dist/vegas-index.js* library in your HTML page.

The index.html file :

<!doctype html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>Test VEGAS JS | Signals</title>
    </head>
    <body>
        <script src="./js/vegas-index.js"></script>
        <script src="./js/index.js"></script>
    </body>
</html>

2 - Use the signals package in your javascript application.

The index.js file :

"use strict" ;

window.onload = function()
{
    if( !signals )
    {
        throw new Error("The VEGAS Signals library is undefined.") ;
    }

    // ------

    function Slot( name )
    {
        this.name = name ;
    }

    Slot.prototype = Object.create( signals.Receiver.prototype );
    Slot.prototype.constructor = Slot;

    Slot.prototype.receive = function ( message )
    {
        console.log( this + " : " + message ) ;
    };

    Slot.prototype.toString = function ()
    {
        return "[Slot name:" + this.name + "]" ;
    };

    // ------

    let slot1 = new Slot("slot1") ;

    let slot2 = function( message )
    {
        console.log( this + " : " + message ) ;
    };

    let signal = new signals.Signal() ;

    //signal.proxy = slot1 ;

    signal.connect( slot1 , 0 ) ;
    signal.connect( slot2 , 2 ) ;

    console.log( "signal.connected : " + signal.connected() ) ;
    console.log( "signal.length : "    + signal.length ) ;
    console.log( "signal.hasReceiver(slot1) : " + signal.hasReceiver(slot1) ) ;
    console.log( "signal.hasReceiver(slot2) : " + signal.hasReceiver(slot2) ) ;

    signal.emit( "hello world" ) ;

    signal.disconnect( slot1 ) ;

    signal.emit( "Bonjour monde" ) ;
};

Building and test the libraries

VEGAS JS | Signals use Yarn with a set of powerful packages (Babel, Mocha, etc.) to compile and build this library.

⌜ Simple Build

1 - The first time, initialize the project and run yarn :

yarn

2 - Run the Unit Tests + Compile all the libraries + Generates the documentation :

yarn build

⌜ VEGAS (only) Build

1 - Build the ./dist/vegas-index.js : not minified + no comments + sourcemap.

yarn dev

2 - Build the ./dist/vegas-index.js and watch the changing into the ./src folder.

yarn watch

3 - Build the ./dist/vegas-signals.min.js : minified + no comments.

yarn prod

⌜ Unit tests

We use the Mocha and the Chai (http://chaijs.com/) tools to run the unit tests of the VEGAS JS libraries.

1 - Run all unit tests

$ yarn test

2 - Run a specific library, use one of this command :

The --match option trigger the unit test engine (based on Mocha) to only run tests matching the given pattern which is internally compiled to a RegExp, for examples :

$ yarn test -g system.signals.Receiver

The --reporter option define the unit test result rendering in the terminal with the values : 'spec', 'dot', 'landing', 'dot', 'nyan', 'list', 'mochawesome'. By default the 'spec' value is used.

yarn test --reporter nyan

vegas-js-signals-nyan.png

⌜ Generates the documentation

The documentation of the framework is based on JSDoc.

Run the documentation build with gulp :

yarn doc

The documentation is generated in the folder : ./docs/bin

Reference

The "signal engine" include in the package system.signals is a very simple messaging tools.

With a Signal class we can define objects who communicates by signals and can be use to create a light-weight implementation of the Observer pattern.

A signal emit simple values with its own array of receivers (slots). This values can be strongly-typed with an internal checking process.

Receivers (or Slots) can be defines with a simple Function reference or a custom object who implements the system.signals.Receiver interface.

Receivers subscribe to real objects, not to string-based channels. Event string constants are no longer needed like W3C DOM 2/3 event model. Interfaces.

Hello World

We begin with a first basic example.

In this example we use the system.signals.Signal.

function write( message )
{
    console.log( message ) ;
}
     
const signal =  new Signal() ;
    
signal.connect( write ) ;
    
signal.emit( "hello world" ) ; // hello world
signal.emit( "thank you" ) ; // thank you

Features

Signals have many features.

Disconnect a specific receiver or all receiver

You can disconnect the receivers registered in a Signaler object with the method disconnect(). This method can target a specific receiver (function reference or Receiver instance) but you can disconnect all registered receivers if you don't passed-in value.

Example :

let signal = new Signal() ;
    
signal.connect( slot1 ) ;
signal.connect( slot2 ) ;
signal.connect( slot3 ) ;
    
console.log( signal.length ) ; // 3
    
signal.disconnect( slot2 ) ;
    
console.log( signal.length ) ; // 2
    
signal.disconnect() ; // disconnect all
    
console.log( signal.length ) ; // 0

Auto disconnect feature

Receivers can be added for a one-time call and removed automatically on dispatch.

let receiver = function( message )
{
    console.log( message ) ;
}
    
let signal = new Signal() ;
    
signal.connect( receiver , 0 , true ) ;
    
signal.emit( "hello world" ) ;  // hello world
signal.emit( "bonjour monde" ) ;

Only the first message is dispatched, the reveiver is automatically disconnected and can't receive the next messages.

Receiver priority

When you connect a receiver with the connect method you can apply a priority over your reference.

The priority is designated by an int value ( an integer > 0 ). The higher the number, the higher the priority. All receivers with priority n are processed before receivers of priority n-1. If two or more receivers share the same priority, they are processed in the order in which they were added. The default priority is 0.

let slot1 = function( message )
{
    console.log( "slot1: " + message ) ;
}
    
let slot2 = function( message )
{
    console.log( "slot2: " + message ) ;
}
    
let slot3 = function( message )
{
    console.log( "slot3: " + message ) ;
}

let signal = new Signal() ;
 
signal.connect( slot1 ,  10 ) ;
signal.connect( slot2 , 999 ) ;
signal.connect( slot3 , 400 ) ;
    
signal.emit( "hello world" ) ;
    
// slot2: hello world
// slot3: hello world
// slot1: hello world

Other features

  • You can retrieve the number of receivers with the read-only attribute : signal.length
  • You can retrieve if the signal contains one or more receivers with the method : signal.connected()
  • You can retrieve if a specific receiver is connected with the method : signal.hasReceiver( receiver )

History

  • 1998 : Flash
  • 2000 : First framework concept and first libraries (components, tools, design patterns)
  • 2004 : First official SVN repository
  • 2007 : Fusion with the Maashaack framework (eden, etc.)
  • 2015 : Google Code must die - VEGAS move from an old Google Code SVN repository to this Bitbucket GIT repository and REBOOT this source code.
  • 2016 : Begin the new JS architecture of the VEGAS JS library based on ES6
  • 2018 : Cut the JS packages of VEGAS in a set of independent libraries.