Mocha and jsdom - How to set a window variable - testing

I know you're not supposed to do this, but I'm trying to write some tests with legacy code still using requirejs that have a few window variables floating around.
Basically I'm trying to write a mocha test and include some predefined global variables that a different file would use later. I'm trying to do the following, but it seems the global variable "container" isn't populated when accessing it later.
global.document = require('jsdom').jsdom('<html></html>');
global.window = document.defaultView;
global.$ = require('jquery')(window);
// this should be available everywhere as far as I can tell...
global.container= {};
global.window.container= global.container;
// legacy scripts still using requirejs, so we need to load the require config here
var requirejs = require('testing-setup').requirejs;
// chai is nice
require('chai').should();
describe('model tests', function () {
var model;
// before we begin the tests, we need to require in all the necessary modules
before(function (done) {
window.container= {
dateFormat: false
};
requirejs(['Model', 'common', 'date'], function (Model) {
// load some dummy data out of a file
model= new Model(require('./test-data.js').item);
done();
});
});
// run some more tests down here, I'll spare you those
});
The script being loaded called "common" above has a reference to the global "container" object that lives on the window. Apparently what I have is not correct. Is there no way to set up a shared global variable in jsdom? I know it's not the standard way of doing things, so please spare the lectures. Refactoring all that legacy code right now is not really a feasible option.

Ah, it turns out this is the correct way of doing it. It appears the jsdom/nodejs differentiate the difference between window and global. If you want something to be available everywhere in every file in that session, it needs to be on the global namespace. The window is explicitly window.

Related

Jest spyOn vs mock - both defined and undefined errors

Just upgraded to jsdom-fourteen in my jest configuration. It's working wonderfully, but a single test is failing.
test('Do the thing', () => {
window.location.assign = jest.fn();
});
I inherited this code. It looks like a simple enough jest mock. It complains that it cannot assign the read-only property assign and that makes sense, I assume this is jsdom functionality that was added.
However... I can't do a jest.spyOn either, which seems to be what is suggested. I've not used spyOn before.
jest.spyOn(window.location.assign);
But this gives me an undefined property error:
Cannot spy the undefined property because it is not a function; undefined given instead
The line before this, I added a log just to check. It is definitely a function:
console.log(window.location.assign);
=> [Function: assign]
I'm not sure how these two errors can even coexist - both defined and undefined?
Due to how JavaScript works, it would be impossible to write spyOn function the way that allowed it to work like spyOn(window.location.assign). Inside spyOn, it's possible to retrieve window.location.assign function that was provided as an argument but not window.location object and assign method name to do window.location.assign = jest.fn().
The signature of spyOn is:
jest.spyOn(object, methodName)
It should be:
jest.spyOn(window.location, 'assign');
This may be unworkable as well because window.location.assign is read-only in later JSDOM versions, which is used by Jest to emulate DOM in Node.js. The error confirms that this is the issue.
It may be possible to mock read-only property manually:
const origAssign = Object.getOwnPropertyDescriptor(window.location, 'assign');
beforeEach(() => {
Object.defineProperty(window.location, 'assign', { value: jest.fn() })
});
afterEach(() => {
Object.defineProperty(window.location, 'assign', origAssign)
});
This wouldn't work with real DOM because built-ins may be read-only and non-configurable. This is the issue in Chrome. For testability reasons it may be beneficial to use location.href instead of location.assign.
Eventually worked through some things and found this:
delete global.window.location;
window.location = { assign : jest.fn()};
As it appears later iterations of jsdom lock the location object down further and further until it's completely not modifiable, #Estus' answer will only work in lower versions of jsdom/jest.

Blockly How to create a Variable to the workspace (developer variable)

I want to create a Developer Variable to the workspace in Blockly, but I cannot find the necessary function/method.
I do not want to create the variable over a button. The variable should be included even if there is no block in the workspace.
With these two functions I can get the already created variables:
var variables = workspace.getAllVariables();
var dev_var = Blockly.Variables.allDeveloperVariables(workspace);
But what is the setting function?
Developer variables are variables that will never be visible to the user, but will exist in the generated code. If that's what you're looking for: there's no API for it, but here are some things you can do.
If you want to reserve the name so that users can't accidentally override your variable, call yourGenerator.addReservedWords('var1,var2,...'). You can initialize the variable in your wrapper code.
If you really want Blockly to both reserve and declare the variable for you, you could override the init function on your generator.
On the other hand, if what you want is a user-visible variable that always shows up in the toolbox, without the user creating it, you should call yourWorkspace.createVariable('variable_name').
The unit test blocks all assume that the variable unittestResults exists and can be written to. To indicate this, the block definition includes the function getDeveloperVars, which returns an array of strings. Each string is a variable name.Follow this issue in gtihub
Blockly.Blocks['unittest_fail'] = {
// Always assert an error.
init: function() {
this.setColour(65);
this.setPreviousStatement(true);
this.setNextStatement(true);
this.appendDummyInput()
.appendField(new Blockly.FieldTextInput('test name'), 'MESSAGE')
.appendField('fail');
this.setTooltip('Records an error.');
},
getDeveloperVars: function() {
return ['unittestResults'];
}
};
LINK : https://github.com/google/blockly/issues/1535

Knockout components using OOP and inheritance

I was hoping I could get some input on how to use Knockout components in an object-oriented fashion using Object.create (or equivalent). I'm also using Postbox and Lodash, in case some of my code seems confusing. I've currently built a bunch of components and would like to refactor them to reduce code redundancy. My components, so far, are just UI elements. I have custom input boxes and such. My initial approach was as follows, with some discretion taken to simplify the code and not get me fired :)
// Component.js
function Component() {
var self = this
self.value = ko.observable()
self.initial = ko.observable()
...
self.value.subscribeTo('revert', function() {
console.log('value reverted')
self.value(self.initial())
}
}
module.exports = Component
// InputBox.js
var Component = require('./Component')
var _ = require('lodash')
function InputBox(params) {
var self = this
_.merge(self, params) // quick way to attach passed in params to 'self'
...
}
InputBox.prototype = Object.create(new Component)
ko.components.register('input-box', InputBox)
Now this kind of works, but the issue I'm having is that when I use the InputBox in my HTML, I pass in the current value as a parameter (and it's also an observable because the value is retrieved from the server and passed down through several parent components before getting to the InputBox component). Then Lodash merges the params object with self, which already has a value observable, so that gets overwritten, as expected. The interesting part for me is that when I use postbox to broadcast the 'revert' event, the console.log fires, so the event subscription is still there, but the value doesn't revert. When I do this in the revert callback, console.log(self.value(), self.initial()), I get undefined. So somehow, passing in the value observable as a parameter to the InputBox viewmodel causes something to go haywire. When the page initially loads, the input box has the value retrieved from the server, so the value observable isn't completely broken, but changing the input field and then hitting cancel to revert it doesn't revert it.
I don't know if this makes much sense, but if it does and someone can help, I'd really appreciate it! And if I can provide more information, please let me know. Thanks!
JavaScript does not do classical inheritance like C++ and such. Prototypes are not superclasses. In particular, properties of prototypes are more like static class properties than instance properties: they are shared by all instances. It is usual in JS to have prototypes that only contain methods.
There are some libraries that overlay a classical-inheritance structure onto JavaScript. They usually use "extends" to create subclasses. I don't use them, so I can't recommmend any in particular, but you might look at Coffeescript if you like the classical-inheritance pattern.
I often hear "favor composition over inheritance," but I generally see a lot of emphasis on inheritance. As an alternative, consider Douglas Crockford's "class-free object-oriented programming", which does away with inheritance entirely.
For what you're trying to do here, you probably want to have InputBox initialize itself with Component, something like:
function InputBox(params) {
var self = this
Component.bind(self)(); // super()
_.merge(self, params) // quick way to attach passed in params to 'self'
...
}
The new, merged, value will not have the subscription from Component, because the subscription is particular to Component's instance of the observable, which will have been overwritten.
To everyone who responded, thank you very much! I've found a solution that works better for me and will share it here in case anyone is interested.
// Component.js (only relevant parts shown)
function Component(params) {
var self = this
_.merge(self, params)
self.value.subscribeTo('some event', function() {
// do some processing
return <new value for self.value>
}
module.exports = Component
// InputBox.js
var Component = require('./component')
function InputBox(params) {
var self = this
Component.call(self, params)
}
By taking this approach, I avoid the headache of using prototypes and worrying about the prototype chain since everything Component does is done directly to the "inheriting" class. Hope this helps someone else!

How to override dojo's domReady

I want to override dijit._CssStateMixin's domReady() method.
Is there any way to override that instead of changing the listener mechanism in Dojo.
I tried overriding _cssMouseEvent() method in simple javascript, but it still does invoke dijit's _cssMouseEvent() from domReady().
I have tried following approach:
dojoConfig = {
map: {
'dijit/_CssStateMixin': {
'dojo/domReady': 'app/noop'
}
}
};
I have added 'app' folder and then 'noop.js' inside that.
noop.js has nothing in it:
define([], function () {
return function () {};
});
Even after this I can see that dijit.js's _CssStateMaxin domReady() getting called from listener.apply (code snippet pasted below)
var addStopImmediate = function(listener){
return function(event){
if(!event.immediatelyStopped){// check to make sure it hasn't been stopped immediately
event.stopImmediatePropagation = stopImmediatePropagation;
return listener.apply(this, arguments);
}
};
}
If your ultimate goal is to prevent the domReady callback in dijit/_CssStateMixin from running, your simplest bet is likely to re-map dojo/domReady to a different module that doesn't call the callback at all, when loaded via dijit/_CssStateMixin.
NOTE: Stripping out these handlers might have adverse visual effects on Dijit widgets which inherit _CssStateMixin, since it may hinder the application of Dijit CSS classes related to hover and focus. But if your concern is that _CssStateMixin is hampering performance, it may at least be worth a try to confirm or deny your suspicion.
First we have to create a simple module that returns a function that does nothing, which we will later substitute for dojo/domReady when loaded by dijit/_CssStateMixin, so that it can still call domReady but it won't execute the callback it passes.
For simplicity's sake I'll assume you already have a custom package that you can easily add a module to; for this example I'll assume it's called app. Let's create app/noop:
define([], function () {
return function () {};
});
Now let's configure the loader to map app/noop in place of dojo/domReady specifically when loaded by dijit/_CssStateMixin:
var dojoConfig = {
...,
map: {
'dijit/_CssStateMixin': {
'dojo/domReady': 'app/noop'
}
},
...
};
Now the offending domReady callback should no longer be run.
If you're curious about map, you can read more about it in this SitePen FAQ.

How to access a function defined in a previous YUI.use() call

[I'm a YUI newbie]
I'm writing a Chrome extension that needs to change the contents of a web page created using the YUI3 framework.
I've identified that the extension, which injects javascript that runs in the page after it is loaded, must call a function that was previously defined in a YUI.add() call.
The original YUI code that runs is something like this:
YUI.add("uuu", function (c) {
...
c.theObject = niceStuff;
}
...
YUI().use("uuu", function (c) {
c.theObject.doSomething();
}
Is it possible that after this code runs, I can access a function of c.theObject?
(I understand this might go against YUI3's nice sandbox mechanism, but it's what I need to get the job done here).
You might have problems because any time a YUI() instance is created, it builds you a new sandbox. With a few exceptions, YUI modules are completely boxed by their sandbox context. For example:
YUI().use('node', function(Y1) {
YUI().use('node', function(Y2) {
assert(Y1.Node === Y2.Node) // fails!
});
});
It's very possible that you may not be able to access the specific instance of theObject that you need, if it's never assigned to a variable outside the sandbox function scope. If any instance of theObject will do, you can just call into the YUI API and get your own version to play with.
This works for me: http://jsfiddle.net/sMAQx/1/
One way to do it is to capture the YUI() instance after you 'use' it. Like this:
YUI().add("uuu", function (c) {
c.theObject = 'foo';
})
var yInstance = YUI().use("uuu", function (c) {
c.theObject = 'booyaa';
})
yInstance.use('uuu',function(c){
console.log(c.theObject)
})
// booyaa