How to keep cursor at chosen pos when value is changing? - vue.js

Hello my full question is "how to keep cursor at the chosen position while :model.value change on different circumstances?
code example:
<q-input
:modelValue="article"
ref="editor"
/>
script:
const article = ref( 'is a very popular animal')
function writeCrocodyle() {
setInterval(()=>{
doc_text.insert(0, 'Crocodyle')
},1000)
}
writeCrocodyle()
/* Pretend this function is called each time when some differences in text show up
to be more specific in my app is managed by websocket an yjs lib for this question absolute negligible */
function update() {
article.value = doc_text.toString()
editor.value?.getNativeElement().setSelectionRange(pos.value.index, pos.value.index)
}
it works this way
function update() {
article.value = doc_text.toString()
setTimeout(()=>{
editor.value?.getNativeElement().setSelectionRange(pos.value.index, pos.value.index)
}, 100)
}
but then i have un wanted delay. im looking for something like onAfterModelChangeRerender or orher solution please help.

Related

Vue component method behaving weirdly - loader animation not working while data is processing

I'm trying to figure out why this happens - loader for long processing of data does not show.. only after the processing is done. Huge (few thousands items) object of key-value items and want them to make filterable - that works - but takes few seconds. I'm using VueJS 2.
I wanted to show "please wait" message while it runs, using the isworking value. I have a span with v-if="isworking", defined with value false as initial value.
On first line I set the this.isworking prop, but instead of seeing the "please wait", the function hangs for few seconds to do a search, and THEN sets the isworking prop to true - I tried that by commenting the last isworking=false - can't figure out why it waits to change it to true for the huge processing to end.
That window.deaccent method is fn to replace all accented characters in string with basic ansii chars, nothing special.
In template, I have a simple:
<form #submit="searchmath">
<span v-if="working">please wait</span>
<input v-model=...>
<div v-for="(item,index) in searchmatchitems"> ... </div>
</form>
Method in component:
searchmatch: function($event){
this.isworking = true;
this.$forceUpdate(); // tried also this, does not help
$event.stopPropagation();$event.preventDefault();
try{
var searchid = window.deaccent(this.search_string.toLowerCase());
var searchobj = this.cdata;
let result = Object.keys(this.cdata).filter(function(el,i,c){
var elk = window.deaccent(el).toLowerCase();
var elv = window.deaccent(searchobj[el]);
return elk.indexOf(searchid) > -1 || elv.indexOf(searchid) > -1;
}, searchid);
this.searchmatchitems = result;
this.isworking = false;
} catch(e){ console.log(e); this.isworking = false; return [];}
}
I also tried moving the event.preventDefault() to bottom, just to be sure it does not affect anything, but no luck.
That cdata is a simple key-value object with many props like this, counting about 4000 items
data: {
cdata: {
"lorem": "aa",
"ipsum": "bc",
"dolor": "de",
....
},
isworking: false,
....
}
2 issues here.
First, you use working in your template, and isworking in your data and code.
Second, your method does not call any async code, so it sets isworking to true, does work, and then sets isworking to false. You template will never have a chance to refresh in this case, and the UI will freeze until the method returns.
For instance, if you made an async call to a network endpoint, and then set isworking to false in the callback, you would get the results you are expecting.
If you have long running code and wish to prevent the UI from freezing, you will need to use a web worker thread

Titanium geolocation distanceFilter property is not working as expected

Need a help here for geolocation API - even after using Titanium.Geolocation.distanceFilter = 10; 10 in meter callback function is getting triggered randomly without moving here and there. Any idea what is wrong here ?
function Geolocate() {
var self = this;
// The callback function we should call when location is finally determined
this.locationReceivedCallback = function () {};
// Check if location event is already triggered or not
this.isLocationEventRegister = false;
// The function that unregisters the location event
this.unregisterLocationEvent = function () {
this.isLocationEventRegister = false;
Ti.Geolocation.removeEventListener('location', self.locationReceivedCallback);
};
}
Geolocate.prototype.init = function () {
// Setting up some preference values
Titanium.Geolocation.distanceFilter = 10; //The minimum change of position (in meters) before a 'location' event is fired.
if (deviceDetect.isIos()) {
Titanium.Geolocation.accuracy = Titanium.Geolocation.ACCURACY_BEST; // Using this value on Android enables legacy mode operation, which is not recommended.
} else {
Titanium.Geolocation.accuracy = Titanium.Geolocation.ACCURACY_LOW; //Using this value on Android enables simple mode operation.
}
};
Geolocate.prototype.getCurrentPosition = function (callback) {
this.isLocationEventRegister = true;
this.locationReceivedCallback = callback;
Titanium.Geolocation.addEventListener("location", this.locationReceivedCallback);
};
Geolocate.prototype.locationServicesAreAvailable = function () {
if (Titanium.Geolocation.locationServicesEnabled) {
return true;
} else {
return false;
}
};
Geolocate.prototype.cancelLocationRequest = function () {
this.unregisterLocationEvent();
};
module.exports = Geolocate;
Actual scenario is whenever I clicked on get location its gives me current location. then i tried to drag it map or image view for nearest place. Suddenly my view go current location. This is happening because of call back ? How to get rid off this ?
It's not a problem to do with your code, it is simply GPS in-accuracy.
GPS accuracy is (almost) never better than 10 meters, meaning it can be 10 meters off. When it recalculates your position it can be 10 meters down the line, so even if you're perfectly still with perfect GPS accuracy, you still might have differences of about 10 meters.
That said, you probably don't have best GPS accuracy when sitting behind a computer in a building, you probably have closer to 30-45 meters accuracy. Meaning every recalculation can easily be 10 meters differently.
Your solution would actually be rate-limit on top of using this property. The property will make sure it will not trigger multiple times per second, and then you can, in your own code, rate limit what you do with it.

vue function not returning dynamic property instead showing initial value

I am trying to make a progress bar the progress bar works fine but its not changing text within html and keeps static 0%. N.B I am pasting here only relevant codes to avoid a large page of code.
<div class="progressTopBar"><div class="inner-progressBar" :style="{width: this.ProgressBar }">
#{{ getProgressBar() }}
</div></div>
//property
data: function () {
return {
ProgressBar:"0%",
}
}
//function on change to upload and make progress
fileSelected(e) {
let fd = new FormData();
fd.append('fileInput', $("#file")[0].files[0], $("#file")[0].files[0].name);
axios.post("/admin/chatFileUpload", fd, {
onUploadProgress: function (uploadEvent) {
this.ProgressBar = Math.round((uploadEvent.loaded / uploadEvent.total)*100) + '%';
$(".inner-progressBar").css("width", this.ProgressBar);
}
});
},
//getting progress bar value in text which only returns preset value
getProgressBar() {
return this.ProgressBar;
},
You need to make getProgressBar() a computed property instead of a method.
computed: {
getProgressBar() {
return this.progressBar;
}
}
Also, you should use camel case or snake case for your variables.
The problem is the scoping of this in the code below:
onUploadProgress: function (uploadEvent) {
this.ProgressBar = Math.round((uploadEvent.loaded / uploadEvent.total)*100) + '%';
Because this is a new function it has its own this value, it does not use the this value from the surrounding code.
The simplest way to fix this is to use an arrow function:
onUploadProgress: (uploadEvent) => {
this.ProgressBar = Math.round((uploadEvent.loaded / uploadEvent.total)*100) + '%';
An arrow function retains the this value from the surrounding scope.
I also suggest getting rid of the jQuery line starting $(".inner-progressBar"), that shouldn't be necessary once you fix the this problem as it will be handled by the template instead.
Further, it's unclear why you have a getProgressBar method at all. If it is just going to return ProgressBar then you can use that directly within your template without the need for a method.

ReactJS - app functions in different files

I'm trying to make React-based web game. I have an App component which holds pretty much all non-UX state. To avoid code duplication I also hold most functions in it and pass it down as prop to child components.
But now I'm starting to get cluttered by different functions, all in the App body. Is there any simple way to satisfactory structure this in different files? Should I already look into state management libraries?
Currently stuff looks like:
class App extends Component {
constructor(props) {
super(props);
this.state = gameInitialize();
this.modifyState = this.modifyState.bind(this);
this.moveUnit = this.moveUnit.bind(this);
this.progressMission = this.progressMission.bind(this);
this.timeJump = this.timeJump.bind(this);
this.competenceAfterTimeJump = this.competenceAfterTimeJump.bind(this);
this.save = this.save.bind(this);
this.load = this.load.bind(this);
}
componentDidMount() {
this.timerID = setInterval(this.modifyState, this.state.interval);
window.addEventListener('beforeunload', this.save);
this.load();
}
componentWillUnmount() {
clearInterval(this.timerID);
}
save() {
localStorage.setItem("gameSave", toJson(this.state));
}
load() {
let state = 0;
try {
state = fromJson(localStorage.getItem("gameSave"));
} catch (error) {
console.log(error);
return 0;
}
state.units.map(unit => {
delete unit.__parent;
delete unit.attributes.__parent
return 0;
});
state.missions.map(mission => delete mission.__parent);
this.setState(state);
}
modifyState() {
this.setState(this.state.units.map(this.progressMission));
this.setState(this.state);
}
progressMission(unit) {
const mission = unit.currentMission;
let increment = unit.attributes[mission.type].total() - mission.complexity;
if (increment < 0) increment = 0;
mission.progress += increment * this.state.interval / 1000 * unit.competence / 10;
if (mission.progress >= mission.difficulty) {
mission.progress = 0;
this.state.experience.get(mission.reward);
mission.completions += 1;
}
}
moveUnit(unit, mission) {
unit.currentMission = mission;
this.setState(this.state);
}
timeJump() {
const game = this.state;
while (game.units.length > 2) {
game.units.pop();
};
game.units.map(function (unit) {
Object.keys(unit.attributes).map((key) => { unit.attributes[key] = newAttribute() });
unit.currentMission = game.missions[0];
});
game.missions.map((mission) => {mission.progress = 0});
game.units[0].competence = this.competenceAfterTimeJump();
game.experience.current = 0;
this.setState(game);
}
competenceAfterTimeJump() {
return (10 + Math.sqrt(this.state.experience.total) / 10);
}
render() {
return (
<div className="App">
<header className="App-header">
<h1 className="title">Time-traveling Hero: eventually I'll save the world, or maybe not if I don't feel it</h1>
</header>
<SaveLoad game={this} />
<Prestige game={this} />
<MissionWrapper>
<MissionList missions={this.state.missions} game={this} />
</MissionWrapper>
<UnitWrapper>
<ExpWrapper>
<div>
Available Experience: {this.state.experience.current.toFixed(1)}
</div>
<div>
Total Experience: {this.state.experience.total.toFixed(1)}
</div>
</ExpWrapper>
<UnitList units={this.state.units} game={this} />
</UnitWrapper>
</div>
);
}
}
function gameInitialize() {
let game = { units: [], missions: [], currentUnit: undefined };
game.interval = 10;
game.missions = generateMissions(50);
game.experience = {
current: 0, total: 0,
get: function (amount) { this.current += amount; this.total += amount },
spend: function (amount) {
if (this.current >= amount) {
this.current -= amount;
return true;
}
else return false;
}
};
game.units.push({ name: "Hero", attributes: newAttributes(), competence: 10, currentMission: game.missions[0] });
game.units.push({ name: "Childhood Friend", attributes: newAttributes(), competence: 15, currentMission: game.missions[0] });
game.currentUnit = game.units[0];
game.missionsWithUnits = function () {
this.missions.map()
}
return game;
}
How should I proceed?
Yes, it's super easy to organize JS code! Use modules. Here's how to do it.
Export functions from a file
adders.js:
export function addTwo (number) {
return number + 2
}
Then use it:
This could be in a component file:
import { addTwo } from './path/to/adders.js'
console.log(addTwo(5)) // logs 7
You can organize this super well for a lot of things. If you have a group of related functions, use a module like this. here's the file structure:
mathStuff/
adders.js
index.js
You have all of your related files in the same folder and your functions exported from the individual files like above. Then set up index like this:
index.js:
import * as adders from './adders.js'
// Set up your object however you want.
const MathStuff = {
...adders
}
export default MathStuff
Then in any component you can do this:
import MathStuff from './path/to/mathStuff'
MathStuff.addTwo(7) // 9
For even more organization, you could set your index up to have functions like this:
index.js:
import * as adders from './adders.js'
import * as dividers from './dividers.js' // another math file with division functions or something
// Set up your object however you want.
const MathStuff = {
adders,
dividers
}
export default MathStuff
And use it like this:
import MathStuff from './path/to/mathStuff' // points to directory, NOT individual file
MathStuff.adders.addTwo(7) // 9
I would definitely suggest organizing code like this. One thing this improves is testability - it's very easy to test pure functions with no side effects.
I like to put my database code in one module and import it wherever to access all my database functions.
I like to put all of my business logic in different modules by category - for instance GameLogic or something like that.
This will also help you write more functional code. Currently, you have a lot of state modification within individual functions - you won't be able to do that in modules without binding individual functions to the this context of your react component. Instead, I would suggest passing all necessary parameters to the function and having it return a value. This moves business logic away, making it easier to manage state.
For instance, your progressMission function accesses this.state.interval. You can pass interval to the function itself.
One thing I'm noticing is that your code has a lot of dependency on each other - functions often have to access lots of things outside of itself, rather than being self-contained. It would probably help you a lot to try to refactor into a modular system, where functions are much more pure - only accessing what is passed to them, and returning values which get used. Using actual modules like above definitely helps do that - my code got better the more I did it. It helps you reason about your code better. Additionally, once/if you start implementing tests, you'll find that all of the tangled-ness of the code makes it hard to test - there are a lot of side effects.
Finally, redux and external state management probably won't help a ton in your case, but they might. Redux can help you achieve state that's easier to reason about, but it won't help you organize code better per se. I hope that helps!

Vue.js - Highmaps - Redraw map on series change

I have a highmaps 'chart' and the only thing that I want is to redraw the whole map inside an external function. Let me explain better. The map draws itself immediatly when the page loads up but I fetch some data from an external service and set it to a variable. Then I would like to just redraw the chart so that the new data appears in the map itself. Below is my code.
<template>
<div>
<highmaps :options="chartOptions"></highmaps>
</div>
</template>
<script>
import axios from 'axios';
import HighCharts from 'vue-highcharts';
import json from '../map.json'
let regions = [];
export default {
data: function () {
return {
chartOptions: {
chart: {
map: json, // The map data is taken from the .json file imported above
},
map: {
/* hc-a2 is the specific code used, you can find all codes in the map.json file */
joinBy: ['hc-key', 'code'],
allAreas: false,
tooltip: {
headerFormat: '',
pointFormat: '{point.name}: <b>{series.name}</b>'
},
series: [
{
borderColor: '#a0451c',
cursor: 'pointer',
name: 'ERROR',
color: "red",
data: regions.map(function (code) {
return {code: code};
}),
}
],
}
},
created: function(){
let app = this;
/* Ajax call to get all parameters from database */
axios.get('http://localhost:8080/devices')
.then(function (response) {
region.push(response.parameter)
/* I would like to redraw the chart right here */
}).catch(function (error){
console.error("Download Devices ERROR: " + error);
})
}
}
</script>
As you can see I import my map and the regions variable is set to an empty array. Doing this results in the map having only the borders and no region is colored in red. After that there is the created:function() function that is used to make the ajax call and retrieve data. After that I just save the data pushing it into the array and then obviously nothing happens but I would like to redraw the map so that the newly imported data will be shown. Down here is the image of what I would like to create.
If you have any idea on how to implement a thing like this or just want to suggest a better way of handling the problem, please comment.
Thanks in advance for the help. Cheers!
After a few days without any answer I found some marginal help online and came to a pretty satisfying conclusion on this problem so I hope it can help someone else.
So the first thing I did was to understand how created and mounted were different in Vue.js. I used the keyword created at first when working on this project. Because of that, inside this function, I placed my ajax call that gave me data which I then loaded inside the 'chart' by using the .addSeries method of the chart itself.
To reference the chart itself I used this: let chart: this.$refs.highcharts.chart. This searches for the field refs in any of your components/html elements and links it to the variable. So in the html there was something like this:
<template>
<div>
<highmaps :options="chartOptions" ref="highcharts"></highmaps>
</div>
</template>
The real problem was that the chart didn't even start rendering while all this process was going on so I changed the created keyword with mounted which means that it executes all the code when all of the components are correctly mounted and so my chart would be already rendered.
To give you (maybe) a better idea of what I am talking about I will post some code down below
mounted: function(){
let errorRegions = [];
let chart = this.$refs.highcharts.chart;
axios.get('localhost:8080/foo').then(function(response)
{
/* Code to work on data */
response.forEach(function(device){
errorRegions.push(device);
}
chart.addSeries({
name: "ERROR",
color: "red",
data: errorRegions
}
/* ...Some more code... */
})
}
And this is the result (have been adding some more series in the same exact manner)
Really hoping I have been of help to someone else. Cheers!