#HTML Assignment Helpers
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Client Work(Android)|CST2335_Final_GroupProject_F22 2022Soccer match highlights part Output Video|Algonquin College
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Programming Assignment Helper For International Students 𝐖𝐞 𝐚𝐫𝐞 𝐡𝐞��𝐩𝐢𝐧𝐠 𝐬𝐭𝐮𝐝𝐞𝐧𝐭𝐬 𝐨𝐮𝐭! 𝐏𝐫𝐨𝐯𝐢𝐝𝐢𝐧𝐠 𝐬𝐞𝐫𝐯𝐢𝐜𝐞𝐬 𝐟𝐨𝐫 𝐬𝐜𝐡𝐨𝐨𝐥/𝐜𝐨𝐥𝐥𝐞𝐠𝐞/𝐮𝐧𝐢𝐯𝐞𝐫𝐬𝐢𝐭𝐲 𝐚𝐬𝐬𝐢𝐠𝐧𝐦𝐞𝐧𝐭𝐬, 💻 𝐜𝐨𝐮𝐫𝐬𝐞𝐰𝐨𝐫𝐤,𝐥𝐚𝐛 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬/𝐫𝐞𝐩𝐨𝐫𝐭𝐬, 𝐞𝐱𝐚𝐦𝐬, 𝐪𝐮𝐢𝐳𝐳𝐞𝐬, 𝐝𝐢𝐬𝐬𝐞𝐫𝐭𝐚𝐭𝐢𝐨𝐧𝐬,𝐭𝐡𝐞𝐬𝐢𝐬; 𝐚𝐬 𝐰𝐞𝐥𝐥 𝐚𝐬 𝐩𝐫𝐨𝐨𝐟𝐫𝐞𝐚𝐝𝐢𝐧𝐠, 𝐞𝐫𝐫𝐨𝐫 𝐜𝐨𝐫𝐫𝐞𝐜𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐛𝐮𝐠-𝐟𝐢𝐱𝐢𝐧𝐠. 𝐀𝐥𝐬𝐨 𝐝𝐨𝐢𝐧𝐠 𝐬𝐨𝐟𝐭𝐰𝐚𝐫𝐞 𝐜𝐨𝐦𝐩𝐚𝐧𝐲, 𝐚𝐠𝐞𝐧𝐜𝐢𝐞𝐬 𝐩𝐫𝐨𝐟𝐞𝐬𝐬𝐢𝐨𝐧𝐚𝐥 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬📊
We specialize in the following fields: 📘 Computer Science🔖Programming: 🔖 Python 🔖 Java 🔖 C 🔖 C++ 🔖 C# 🔖 Ruby 🔖 Matlab 🔖 HTML | CSS | JavaScript 🔖 PHP 🔖 CSS 🔖 Databases | SQL 🔖 Android Development 🔖 Algorithms 🔖 Swift 🔖 Networks | CCNA 🔖All kinds of IT work 📘EEE 📘Mechanical Engineering 📘Civil📘ALL type of academic services 📘 Mathematics 📘 Statistics 📘 Marketing 📘 Management 📘 Accounting 📘 Psychology 📘 Business 📘 Economics 📘 Pharmacology 📘 Engineering 📘 Finance 📘 Nursing 📘 Sociology 📘 Literature 📘 Health & Social Care 📘Writing 📘Thesis 📘Report
we provide all type of academic services 🟩Assignments 🟩Projects 🟩Exams 🟩Quizz 🟩Lab 🟩Thesis 🟩Dissertation 🟩Reports 🟩Final year projects 🟩Programming 🟩Coursework 🟩Proposal Writing 🟩Essay writing 🟩Article writing 🟩LSAT exam 🟩Research paper writing 🟩Term paper 🟩Conference Paper 🟩Case study 🟩Proofreading 🟩DATA Analysis 🟩Stata Analysis 🟩Spss 🟩Review articles 🟩Referencing 🟩Correction 🟩Questionnaries 🟩Formatting 🟩Presentation 🟩Synopsis 🟩Ai Removal 🟩Paraphrasing
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Our Student Review /Client Feedback:https://drive.google.com/file/d/16Ametl8UY-RehW3Q4jYZmM1DxioCG3J8/view?usp=sharing
𝐎𝐮𝐫 𝐰𝐨𝐫𝐤 𝐩𝐨𝐫𝐭𝐟𝐨𝐥𝐢𝐨 𝐥𝐢𝐧𝐤: https://www.youtube.com/channel/UCyOlJCraJuVs6oBUIYOoz0Q?sub_confirmation=1
𝗔𝗹𝗴𝗼𝗻𝗾𝘂𝗶𝗻 𝗰𝗼𝗹𝗹𝗲𝗴𝗲 𝗮𝗽𝗽𝗹𝗶𝗲𝗱 𝗮𝗿𝘁𝘀 𝗮𝗻𝗱 𝘁𝗲𝗰𝗵𝗻𝗼𝗹𝗼𝗴𝘆 𝘄𝗼𝗿𝗸 𝗽𝗼𝗿𝘁𝗳𝗼𝗹𝗶𝗼 𝗹𝗶𝗻𝗸:https://www.youtube.com/playlist?list=PL16VzvGeViA0g1ql7OVnoaNCGgZCZG0Lx
Regards Assignment Helper [Programming Assignment Helper For International Students]
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🦃Before you take off for Thanksgiving Break…
Mentor Message 11.23.24
🤯Reminders:
Logging into Canvas this Friday 11/22-11/25: We might not want to be in PeopleSoft/Campus Solutions, but your students might! Remind your students via Pronto or Canvas Inbox email to use sdccd.instructure.com to log into Canvas with their student email login/password. Myportal will be down this Friday, 5 PM – Monday, 6 AM for People Tools Updating. Some students might be used to only going to Canvas via their myportal 🤷🏽♀️
As always, if you experience system issues, please submit a ticket through the Online Service Desk. For immediate support during business hours, contact the IT Services Desk at help.sdccd.edu or 619-388-7000.
2. 2024 Distance Ed Survey: If you haven’t done so already, consider offering extra credit to students to fill out the survey (I have them upload a screenshot of the confirmation for credit in an optional assignment). This survey helps SDCCD better serve students in the following semesters.
🏫Professional Development:
AI Academy (In-person conference in San Diego)2025 Academic Academy | ASCCC: Thu, Feb 20 2025, 2pm - Sat, Feb 22 2025, 12:30pm. Registration closes on 2/6, 5 PM. Theme: Artificial Intelligence and Higher Education - Yesterday, Today, and Tomorrow. This is a great opportunity to attend a conference without having to use up your Professional Development funding limit on hotel costs! Registration is $495 (includes breakfast & lunch), but you can apply for funding. See our Professional Development Committee site for information.
Free @One online courses: They fill up quickly! There are also self-paced courses that are always available.
Pocket PD : Links to free resources from the CVC
3Cmedia: No time like the present to store backups of your course videos or have them auto-captioned professionally for free! Remember next year, Zoom will start auto-deleting Zoom cloud recordings that are older than 1 year.
🌟2025 Go-getters
Intersession & Spring 2025: Get a jump on Intersession/Spring 2025
Use SDCCD’s Pre-Semester Checklist for information on copying, merging, and setting up your courses. Here are some other resources for you:
Copy your current course content to a new shell.
Cross-List (Merge) Your Courses:
Contact Canvas support through chat or call 1-844-612-7422
Provide your 10-digit SDCCD Employee ID number
Provide the 5-digit course number(s) for the courses you want to cross-list and identify the parent course you will use for teaching.
Note: Enrolled students are added to Canvas courses approx. two (2) weeks before the class start date
2. Create a Liquid Syllabus so students can get ready: You can easily suppress pages that have more specific details & leave just the general orientation/book/resources public facing until the semester starts & then change how you share the site.
What’s a Liquid Syllabus & Why Use One?
Michelle Pacansky-Brock: Step-by-Step Tutorial for Creating a Liquid Syllabus
🛠️Tools:
Most FAQ, Accidentally Delete While Editing in Canvas? Don’t panic! Don’t rebuild; restore anything you just deleted by going to your course homepage URL and add a backslash and the word undelete: How to “undelete” (2:42) Some limitations, so always keep a backup offline. SDCCD archives, but they are often several weeks prior to the current time. Check out Chris Rodgers’ terrific tutorial “The Canvas Safety Net” for tips on keeping your course content safe.
Easy Ways to Use HTML to Create Accordions, Tabs, & Call Outs in Canvas: Check out Mesa’s Learning Tree or Loma Linda’s Resource Site for HTML Coding Snippets
HTML Helper: Overwhelmed by too much code? Using pretty html vs raw: Screen shot tutorial and Tutorial by How to Canvas: Canvas Pretty HTML editor: (10:50)
Miss Google Jamboard & need a free option? Try out Lucid in our Canvas. This is a Lucid overview OLP created in our SDCCD DE Toolkit.
Need graphics for your text? Like the ones in the Lucid overview tutorial? Try out a free version of napkin.ai
Want to learn more how to design & build your own AI-powered tool? Check out playlab.ai
Have a good Thanksgiving Holiday!
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AI Restaurant Managment
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Discovering AI Restaurant Management: Transform Your Culinary Business
Owning a restaurant is exciting but it can also be tough. Have you ever wished for an assistant who not only handles daily tasks but also brings new ideas to your business? AI restaurant management can do just that. By using AI, you can change the way your restaurant works, improving efficiency and profits. Let’s see how AI can become part of your culinary journey.
AI in Inventory Management
Managing inventory is key for any restaurant. AI can completely change how you handle this task. Forget about running out of important ingredients—AI predicts what you need by looking at past sales. It’s like having a memory bank for your supplies.
This helps cut down on waste and over-ordering. Think about the money and time you’ll save. AI lets you focus on what you’re great at—creating delicious dishes.
AI for Customer Service
Customer service can make or break your restaurant. AI offers great solutions here, too. Chatbots and virtual helpers can be on your website 24/7, taking care of bookings, orders, and questions smoothly.
This means your customers get quick answers, even during slow hours. Use AI to make customer interactions more personal, boosting satisfaction and loyalty. Bringing in this tech can make your restaurant look modern and appealing.
Staff Scheduling and Task Management
Taking care of staff schedules can be a headache. AI tools make it easy by automating scheduling. You can create and change schedules based on busy times and staff preferences, keeping everyone happy.
AI also helps by assigning tasks based on who’s available and their skills. This way, you’re not drowning in admin work. You can concentrate on big decisions that help your business grow.
Enhanced Marketing Strategies
AI’s possibilities in marketing are huge. By looking at customer data, AI helps you make personalized marketing plans. You can aim at specific groups based on how they dine. This makes your campaigns more effective and hits the right people.
Media & Technology Group, LLC offers tools to automate your marketing. With AI, you can see how campaigns are doing in real-time, making changes for maximum impact.
Predictive Analytics and Decision Making
AI predictive analytics lets you make smarter choices. It shows you customer trends and preferences. This is useful for planning menu changes, deals, and new offerings.
Imagine knowing what your customers want before they even tell you. With AI, this can happen. You’ll be ahead in the market, setting trends instead of following them.
Conclusion: Your Next Steps
How do you start using AI in your restaurant management? Begin by figuring out which areas need the most help. Whether it’s inventory, customer service, or marketing, there’s an AI solution waiting for you.
Work with specialists like Media & Technology Group, LLC for an easy transition. They’re experts in marketing automation and AI, ensuring your restaurant enjoys the latest tech.
Pinpoint key areas where AI can assist.
Consider the advantages of AI solutions.
Talk to experts for smooth adoption.
Embrace AI restaurant management and watch your business grow. The future of dining is here—are you ready to be a leader in this change?
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6 Finest Html coding Homework Assist Internet sites
Html coding might be hard to master, particularly when it's piled up as assignments with tight work deadlines. You're not alone within this challenge. Many students, exactly like you, usually find themselves overloaded and needing some assistance. Using the go up of on-line programs giving coding project aid, it's now easier than ever to get the give you support will need. This article will guide you through the 6 best programming homework help internet sites and how they may elevate your programming experience best programming homework help.
6 Finest Html coding Task Help Websites
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Dealing with CodingHomeworkHelp
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Where Can I Get Computer programming Task Assist?
Aside from the above mentioned site, there are many systems where by pupils and experts alike can seek computer programming support. Nonetheless, the com firm recruits highly gifted and skilled specialists, establishing it besides a lot of within the area. Specialist task helpers from your organization function with highest dedication to make sure your projects are meticulously handled.
Pay out A person to Do My Programming Homework
It's not uncommon to learn college students considering, "Can anyone help me pay anyone to do my html coding homework?" If it looks like you, then you're in the right spot. Many platforms let you solicit the assistance of industry experts for your coding assignments. Nevertheless, usually ensure you're partnering having a organization that assures high quality, for example one who has exceptionally talented specialists across Originate career fields.
Quality Help with Your Programming Duties
Making sure the quality of computer programming projects is key. This not just secures your levels but reinforces your programming expertise. You might find that programming projects take in large time to comprehensive, making high quality assistance very helpful. When looking for help, generally prioritize platforms renowned for their standing and consistency in providing exceptional results. All things considered, the very best results really are a merchandise of working with the best in the discipline.
Dos and Don'ts
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Last Thoughts
Venturing into the world of coding is without a doubt difficult, though with the best solutions, you can make your journey smoother. The different html coding project assist sites now available can be a beacon of wish, guiding you through murky oceans. So, if you discover youself to be having difficulties, keep in mind that aid is just a couple of mouse clicks out. Acquire the best tools and data, and see as your html coding expertise soar to increased height.
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sound translator
Math Solver Homework helper
Voice translator - Math Homework helper, Math answers, class assignments, step-by-step explanations and more! Type your problem in ,or point your camera and snap a picture.
Solve homework, study for upcoming tests, and Learn math chemistry and physics, Got tricky homework or class assignments? Get unstuck now! with our step-by-step explanations and answers. Math Snap solver, solves math in a new way, save all answered questions and homeworks in your app files directory, share , print and more, don't miss the solve together - SharePlay - feature , now you can solve math with your friends , students and others
KEY FEATURES
• Solve math, chemistry and physics.
• Step-by-step explanations for every solution
• Scan your problems to solve
• Shareplay - Solve together with other students, teachers, or friends
• Speak your problems to solve
• Use advanced calculators to composie your problems to solve
• Handwrite your problem to solve
• Smart Calculators supports both English and Arabic problems
• Import math problems from files, photos to solve
• Extract math from books, images ,.., pdf
• Translate English equations and answers to Arabic
• More than 60+ language is supported
• Autosave answers
• Animated tutorials
• Pdf, html, jpg, png files save support
• Share and export
• Speak your math problem in English or Arabic to solve
• Save solutions as Pdf, jpg, png, and text files
• Free to use for 3 days
• Answer text questions in general topics
• Math translator
Snap Solver covers all levels of math, Chemistry and Physics including:
• Arithmetic
• Algebra
• Geometry
• Statistics
• Differential Equations
• Calculus
• Discrete Mathematics
• Linear Algebra
• Proofs
• Chemistry
• Physics Formulas
• Chemical Conversions
• Molecules
• Chemical Reactions
• Equilibrium
• Kinetics
• Acids & Bases
• Gases
• Structure & Bonding
• Colligative Properties
• Quantum Chemistry
• Thermodynamics
Auto Renewable Subscription Terms:
Subscriptions are billed weekly at the rate selected depending on the subscription plan.
The price corresponds to the same price segment, which are set in the "Apple's App Store Matrix" for other currencies.
* Your free trial subscription will automatically renew to a paid subscription unless auto-renew is turned off at least 24 hours before the end of the free trial period.
* Please note: any unused portion of a free trial period (if offered) will be forfeited when you purchase a premium subscription during the free trial period.
* You can cancel a free trial or subscription anytime by turning off auto-renewal through your iTunes account settings. This must be done 24 hours before the end of a free trial or subscription period to avoid being charged. The cancellation will take effect the day after the last day of the current subscription period, and you will be downgraded to the free service.
* Account will be charged for renewal within 24-hours prior to the end of the current period, and identify the cost of the renewal.
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Online HTML Assistance Help
HTML, Hyper Text Markup Language, is the primary form of web design. Even more recently, with the new developments of DHTML and CSS sheets, many designers will use the base of HTML for their designs. The World Wide Web Consortium applies the web standards used in HTML; the standards are changing often to incorporate new designing powers and changing environments of browsers. HTML assignments often include a complete the time consuming hand programming, or from frustration with scripts that will not stay in place or run correctly, then you need professional HTML assistance. We are here to provide you with HTML assignment help, professional HTML online help, by web designers working in this field and using HTML regularly. HTML help will get you through the hassles of coding such as body and frameset events, form events, keyboard events, or any other working knowledge of how to apply text areas, dropdown menus, and even bulleted lists. The confusion in HTML assignments is rarely the basic "head" or "font" lines, it is most often the class rules, style rules, access keys, redirection, error codes, symbol coding, and switching protocols. Some of the more difficult aspects of HTML are found in XHTML and floating scripts.
https://www.allhomeworkassignments.com/programming-subjects/html-assignment-help.html gives you high quality HTML homework help:
degree holding programming experts, with years of experience in HTML language programming;
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we provide you with safety and confidentiality – never sharing your information with anyone for any reason.
#HTML Assignment Helpers#HTML Homework Help#HTML Assignment Help#HTML project Help#Online HTML Assignment Help#Best Html Homework Help Online#Best HTML Homework Help
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Client Work(Java|JavaFx)|Lab 3 CST 8288 Object Oriented Programming Output video|Algonquin College
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Programming Assignment Helper For International Students 𝐖𝐞 𝐚𝐫𝐞 𝐡𝐞𝐥𝐩𝐢𝐧𝐠 𝐬𝐭𝐮𝐝𝐞𝐧𝐭𝐬 𝐨𝐮𝐭! 𝐏𝐫𝐨𝐯𝐢𝐝𝐢𝐧𝐠 𝐬𝐞𝐫𝐯𝐢𝐜𝐞𝐬 𝐟𝐨𝐫 𝐬𝐜𝐡𝐨𝐨𝐥/𝐜𝐨𝐥𝐥𝐞𝐠𝐞/𝐮𝐧𝐢𝐯𝐞𝐫𝐬𝐢𝐭𝐲 𝐚𝐬𝐬𝐢𝐠𝐧𝐦𝐞𝐧𝐭𝐬, 💻 𝐜𝐨𝐮𝐫𝐬𝐞𝐰𝐨𝐫𝐤,𝐥𝐚𝐛 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬/𝐫𝐞𝐩𝐨𝐫𝐭𝐬, 𝐞𝐱𝐚𝐦𝐬, 𝐪𝐮𝐢𝐳𝐳𝐞𝐬, 𝐝𝐢𝐬𝐬𝐞𝐫𝐭𝐚𝐭𝐢𝐨𝐧𝐬,𝐭𝐡𝐞𝐬𝐢𝐬; 𝐚𝐬 𝐰𝐞𝐥𝐥 𝐚𝐬 𝐩𝐫𝐨𝐨𝐟𝐫𝐞𝐚𝐝𝐢𝐧𝐠, 𝐞𝐫𝐫𝐨𝐫 𝐜𝐨𝐫𝐫𝐞𝐜𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐛𝐮𝐠-𝐟𝐢𝐱𝐢𝐧𝐠. 𝐀𝐥𝐬𝐨 𝐝𝐨𝐢𝐧𝐠 𝐬𝐨𝐟𝐭𝐰𝐚𝐫𝐞 𝐜𝐨𝐦𝐩𝐚𝐧𝐲, 𝐚𝐠𝐞𝐧𝐜𝐢𝐞𝐬 𝐩𝐫𝐨𝐟𝐞𝐬𝐬𝐢𝐨𝐧𝐚𝐥 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬📊
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Update Announcement Bar in Shopify :)
Hi welcome to update announcement bar tutorial where we will have a look at the advanced implementation so that the value for someone to qualify for free shipping it's updated whenever someone adds an item to the card without the page having to refresh and the same thing should work on the cart page.
If someone adjusts the quantity you can see the message gets updated and it should be fun to implement this so let's go alright so starting this post I assume that you have already seen part 1 of this tutorial and just to quickly recap that by now you should have this modified announcement bar and you can display the amount that someone needs to add in order to unlock free shipping.
When you add an item to the cart this value won't get updated automatically and you need to refresh the page so that it gets updated and if you haven't seen part one yet I highly recommend you go back and watch that first so you can get a really good understanding of what is going on but otherwise if you're using the theme you could also go ahead and copy and paste the content of our modified header that liquid fire.
Okay so that being said I can already tell you that in this post we are going to write some JavaScript code to implement our update functionality and therefore I want to give you a quick overview on how the JavaScript is structured within the W theme and you will find the same pattern and many other themes as well and I can simply right click with my Chrome browser and then go to inspect and switch to the console and in here we can test and debug JavaScript code but what I want to show you right now is that our theme fires attached an object that is called theme to the window and in that theme object we will find all the theme elements that have to be managed in some way by JavaScript and just to name a few examples here we have the mobile navigation or maybe the search drawer or some post if we have posts on our page and all these elements contain methods that help to control them.
So for example we could use the MDOT search drawer and in here we will find a method that is called open and this would simply bring up the search bar and in the same way we have a method that is called closed and this would dismiss the search bar and in the same way we are going to create a helper function to update our shipping bar and then we will simply call that every time an input changes.
Okay so now we can have a look into the actual theme code and in your theme files you will find a folder called assets and this should contain the theme j/s which should contain most of the JavaScript for your theme and you can already see the window dot theme object which I just showed you on the front-end and here it is set to a blank object and then over time you will see that all the other elements are added to this object.
So we have the theme of currency the draw the header the mobile navigation the video and so on and so forth and within these elements we have all the helper functions that we can use to control the elements but for example here we have a method called pause video and here we have one that is called load videos and now we are going to scroll to the bottom and down there we will implement our own shipping bar element with all the necessary update functions.
So let me zoom in that it's easier for you to read and down here we drop to a new line and first of all we create our new shipping bar element so let's type theme dot shipping bar and then we set it to an empty JavaScript object and now we will drop in between these curly brackets and down here I can define the so-called object properties and all the properties will be public on the front end so maybe we could simply type test and then some text hello world and maybe another property or test - which will be some random number maybe one two three four five but we can also add functions to these properties.
So we will have an update function and then we would simply type function a pair of parenthesis and a pair of curly brackets and in here we can define what happens when someone executes the function let's do user lock and for now we would simply type updated shipping bar and for now safe this and after a quick refresh on the front end.
We should now have access to our new themed shipping bar object and you can already see that we have our defined values so ended shipping bar the test equals had a word and test two as one two three four five and we can even call our update method therefore we just use parentheses and you can see now it says updated shipping bar and this is exactly where we will implement our real update functionality later but for now I just want to tell you that I have a small problem with these two values being public because later we will have some variables and I don't want them to be public but with the syntax that I used we don't have a way to create private or hidden properties.
So we will fix that and then we will go ahead and implement the update method so back in the theme file we will now define this object in a slightly different way so let's type a theme but shipping bar and now we won't set it to an object immediately or instead to a function this function should be executed immediately so we type parentheses at the end and in between the curly brackets we can define that function and in here we can now define all the variables that we need and our update method and then all the variables will be private and we will only return or make the update method public and now I feel like this may sound a little bit confusing especially if you're new to JavaScript.
So let's define some variables and then I will show you this in action so we will have one variable for the shipping bar HTML and then we will have one let's say for the promote message we can do promote ext and then we will have another one for the message that shows up when you unlock free shipping so unlocked txt and down below we can then define our update function.
Let's do function that is called update we can also define that function right here but for now we will simply type console dot lock updated shipping bomb and now we can go ahead and delete all the above declaration and in this function we will simply return our new update function to the public let's type update we'll link to the update function and then save this so as we check the front-end one more time.
We should now see that within the theme that shipping bar element we only have access to the update method and all the other variables are no longer public and so this syntax helps to keep things structured and it's also used throughout the theme so I thought it would be a good idea to share this alright.
So in order to build out our update function we now need to assign some values to our variables and the shipping bar itself is relatively easy to get so we can simply use document query selector and then selected by its CSS class so I think it was announcement far nons min - bah but in order to get the other two values so the promote message and the unlock message and the threshold as well we will need that too.
Now we will use a small trick to get these because we can't simply access the customizer settings from the JavaScript file so therefore we will go back to the header dot liquid where we implemented our free shipping bar and then we will simply add these values to the data set of the announcement bar so we will define three data attributes the first one will be data #NAME? then we will have data there's unlocked and we will have data - threshold and now we can simply copy these variables that we defined above and place them into the data attributes are we wanted me to add curly brackets so the liquid gets rendered and unlocked txt threshold and in the JavaScript we can now get these data attributes and assign them to our variable so back in the JavaScript fire.
We can now take the announcement bar and get all the values we need from its data set so bar dot data set but promote and bar dot dataset dot unlocked and bar but dataset best hug we can save this and now the time has come that we can implement our update function and therefore we will use an ajax request so a request in the background if you want to say and therefore we type dollar sign get json and then the request domain which will be slash cart js.
So we want to request the cart and once we get that data so then we want to perform a certain action with their data so we can simply type the function and then cart and then curly brackets and in here we will define what happens with the card data but now let me show you really quick what we get when we call this request domain and therefore I will copy this to my clipboard and then I can use my Shopify domain and append slash card j/s and you can see that I get the card data in the JSON format and the JSON format is a way to display structured data we can see it here in a more structured way and you can see that I get information on the card like the item count the items in the card the subtotal total price and this is the key attribute.
I'm interested in to compare if the threshold has been reached or not yet and now back in the update function I can simply calculate the value that is left by subtracting the card dot total price from the threshold - card dot total price and in the same way as we did it in the header fire we now need to apply a money filter to this value left because right now it's incense and doesn't match the theme mana formatting.
So let's do VAR value left money and then we can use a function that lies within theme dot currency dot format money and this function will take the value and sense and the theme dot money format and then we can save it and now the last thing we have to do in order to finish our update method is simply check if the value that is left is less or equal to zero then we want to display the unlock message and otherwise so if it is still above the zero then we want to display the promote message and therefore we will simply access the announcement bar.
So we will type bar in our HTML in both cases and now we can simply copy the message from the head of fire so let's do this right away and right here we have the announcement bar message so we can simply copy it stood right here now we have to use single quotes we will get a conflict with these double quotes and we also remove the curly brackets from the liquid rendering because now we can use the JavaScript variable that we defined above and then we will use plus here we use single quotes again success message and down below we can copy the same statement or the same markup and now we will replace the unlock message with the promote message but if you remember.
We still have this dynamic placeholder from the customizer settings where we output the value that is left and we will replace that as well so let's type dot replace and then value oh it's in brackets where you and we will replace it with the value left money and then we can save it and I hope you can already see that this is very similar to what we have done in the first tutorial so in the head of fire we did basically the same we took some of the messages from the customizer and when we update or put out the announcement by message we simply check if the value that is left is less or equal to zero and then we set the announcement message to either the success message or to the promote message all right.
So now we should give our new implemented method a test on the front end and therefore I went to the cart page and now I will adjust the quantity and when I call our new method so theme the shipping part our update we should see this value jump to 10 euro and it does so this is great and now I would qualify for free shipping and I will call the same method again and then we should see the unlock message and we do so this works great and we didn't make any mistakes otherwise we would see them right here and we could fix them in the theme file but now that this is working.
We simply have to call this method whenever the card input or the card quality changes and I think right now you already have enough input so the last thing is very simple to do and then we can finish the project all right so back at the theme files we now have to find all the places where let's say in items edit with the card or the input quantity is changed or an item is removed entirely and in the W theme you can search for exactly these keywords.
So let's search for update item and right here you will find a function that is called whenever the input quantity changes and you can see that they also do an AJAX request to perform this on the background and once this is done they also do some other stuff and right before they end here we can call our new theme shipping bar update method let's copy it right here and this is the first place we will add this and then we will go ahead and search for at item 2 card or add item and you will see the second function that gets called whenever an item is added to the card and even here they do an ajax request to perform this on the background and again once this is done the executors function and right before they end this function.
We can again insert our new m dot shipping bar update method and save it again and the last place we recall our new function is when an item is removed so on remove and let's see here we have the function for it and there's the Ajax request to perform it on the background and once this is done they execute all this and at the end we will call our new shipping bar update method let's copy it here as well: and save and I think now we have all the important places.
So let's check this on the on the front-end so back at the front-end I can now try to add an item to the cart and you would see that this gets updated immediately and even on the cart page if I adjust the quantity let's say to six and is updates to the unlock message perfect and even if I remove the item entirely this jumps back to 50 so everything's working perfect.
Okay so before we finish the post I want to add one more little thing so that this gets a little bit safer to use because right now we don't have any validation if the shipping bar is enabled and if it isn't enabled this might throw an arrow and break a lot of theme code so what I simply want to do is after we get the shipping bar or after we try to get the shipping bar I want to test if the shipping bar has any useful value.
So we can simply type if bar and then wrap this into curly brackets and the same thing will be done in the update method so if we have a shipping bar then we want to do everything that we just implemented and otherwise we will simply do nothing so we'll save this and this is the minimum validation that we can make and then we can finally finish the post and this was a lot to explain and probably a lot of input for you as well so if you have questions you can always leave them down in the comment section and as always I hope you found some value in this post and then I hope to see you on the next post bye.
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Ruby on Rails - The Basics
In this article, we will see the major concepts and basic structure of the rails framework.
Rails is a web application development framework written in the Ruby programming language. It is designed to make programming web applications easier by making assumptions about what every developer needs to get started. It allows you to write less code while accomplishing more than many other languages and frameworks.
The Rails philosophy includes two major guiding principles:
Don't Repeat Yourself: DRY is a principle of software development which states that "Every piece of knowledge must have a single, unambiguous, authoritative representation within a system." By not writing the same information over and over again, our code is more maintainable, more extensible, and less buggy.
Here is a basic design pattern which demonstrates how we can achieve this:-
For the purpose of reusability and keeping the controllers sleek we create services. Mostly services handles the particular task and provide the end response to the controllers
For the purpose of keeping the models sleek and reusable we create concerns
It’s best if we do not write ruby code in the view files but in case we need to then we will take the help of helpers and we tend to write such functions those can be used on multiple places
Create a common controller which is inherited by other controllers with the name application controller and which inherits its properties from action controller
Convention Over Configuration: Rails has opinions about the best way to do many things in a web application. If you follow the conventions defined by the rails framework then the development would be very fast instead of updating the configuration of the framework according to you.
Here are some examples how rails achieve this :-
If we have a table with name users then we will create a model file with name user.rb in models folder
If the request goes to users controller and index function then the view file will be present in views > users with the index.html.erb or index.html.haml
Let’s first see the structure of rails application
When you create new rails application with the command
rails new <app-name>
You will get a predefined folder structure of the rails framework. Let's discuss the most used folders of the framework and their purpose
app − It organizes your application components. It's got subdirectories that hold the view (views and helpers), controller (controllers), and the backend business logic (models).
app/controllers − The controllers subdirectory is where Rails looks to find the controller classes. A controller handles a web request from the user.
Note - Ideally your controller should not be used for writing any major code, it is just used for the handling of the requests
app/helpers − The helpers subdirectory holds any helper classes used to assist the model, view, and controller classes. This helps to keep the model, view, and controller code small, focused, and uncluttered.
app/models − The models subdirectory holds the classes that model and wrap the data stored in our application's database. In most frameworks, this part of the application can grow pretty messy, tedious, verbose, and error-prone. Rails makes it dead simple!
app/view − The views subdirectory holds the display templates to fill in with data from our application, convert to HTML, and return to the user's browser.
app/view/layouts − Holds the template files for layouts to be used with views. This models the common header/footer method of wrapping views. In your views, define a layout using the <tt>layout:default</tt> and create a file named default.html.erb. Inside default.html.erb, call <% yield %> to render the view using this layout.
components − This directory holds components, tiny self-contained applications that bundle model, view, and controller.
config − This directory contains the small amount of configuration code that your application will need, including your database configuration (in database.yml), your Rails environment structure (environment.rb), and routing of incoming web requests (routes.rb). You can also tailor the behavior of the three Rails environments for test, development, and deployment with files found in the environments directory.
db − Usually, your Rails application will have model objects that access relational database tables. You can manage the relational database with scripts you create and place in this directory.
db/migration - Contains the migration files
db/schema.rb - Schema of whole application
db/seed.rb - Seed data for the application
doc − Ruby has a framework, called RubyDoc, that can automatically generate documentation for code you create. You can assist RubyDoc with comments in your code. This directory holds all the RubyDoc-generated Rails and application documentation.
lib − You'll put libraries here, unless they explicitly belong elsewhere (such as vendor libraries).
log − Error logs go here. Rails creates scripts that help you manage various error logs. You'll find separate logs for the server (server.log) and each Rails environment (development.log, test.log, and production.log).
public − Like the public directory for a web server, this directory has web files that don't change, such as JavaScript files (public/javascripts), graphics (public/images), stylesheets (public/stylesheets), and HTML files (public).
script − This directory holds scripts to launch and manage the various tools that you'll use with Rails. For example, there are scripts to generate code (generate) and launch the web server (server).
test − The tests you write and those that Rails creates for you, all goes here. You'll see a subdirectory for mocks (mocks), unit tests (unit), fixtures (fixtures), and functional tests (functional)
tmp − Rails uses this directory to hold temporary files for intermediate processing.
vendor − Libraries provided by third-party vendors (such as security libraries or database utilities beyond the basic Rails distribution) go here
Apart from this there are some important files
Gemfile - Here we will define the third party dependencies needed by the system
Gemfile.lock - Lock file of dependencies
Request Lifecycle
For each request we will create a route in route.rb or in routes > web.rb in new rails applications which is placed in the config folder. From here we route our request to particular controller and it’s method. There we will handle that request.
If database interaction is needed then it will call model methods and get the data and render the view, otherwise directly render the view file.

Now let’s discuss main features of rails framework
Active Record - Active Record is the M in MVC - the model - which is the layer of the system responsible for representing business data and logic. Active Record facilitates the creation and use of business objects whose data requires persistent storage to a database. It is an implementation of the Active Record pattern which itself is a description of an Object Relational Mapping system.
Object Relational Mapping - Commonly referred to as its abbreviation ORM, is a technique that connects the rich objects of an application to tables in a relational database management system. Using ORM, the properties and relationships of the objects in an application can be easily stored and retrieved from a database without writing SQL statements directly and with less overall database access code.
Migration - Rails provides a domain-specific language for managing a database schema called migrations. Migrations are stored in files which are executed against any database that Active Record supports using rake.
Basically we create and update database structure in rails with the help of migrations. There are some other benefits like we do not have to share any structure change to the team members, it automatically handles that.
Associations - In Rails, an association is a connection between two Active Record models. Why do we need associations between models? Because they make common operations simpler and easier in your code.
Rails supports six types of associations:
belongs_to - A belongs_to association sets up a one-to-one connection with another model, such that each instance of the declaring model "belongs to" one instance of the other model. For example, if your application includes authors and books, and each book can be assigned to exactly one author
has_one - A has_one association also sets up a one-to-one connection with another model, but with somewhat different semantics (and consequences). This association indicates that each instance of a model contains or possesses one instance of another model. For example, if each supplier in your application has only one account
has_many - A has_many association indicates a one-to-many connection with another model. You'll often find this association on the "other side" of a belongs_to association. This association indicates that each instance of the model has zero or more instances of another model. For example, in an application containing authors and books
has_many :through - A has_many :through association is often used to set up a many-to-many connections with another model. This association indicates that the declaring model can be matched with zero or more instances of another model by proceeding through a third model. For example, consider a medical practice where patients make appointments to see physicians.
has_one :through - A has_one :through association sets up a one-to-one connection with another model. This association indicates that the declaring model can be matched with one instance of another model by proceeding through a third model. For example, if each supplier has one account, and each account is associated with one account history
has_and_belongs_to_many - A has_and_belongs_to_many association creates a direct many-to-many connections with another model, with no intervening model. For example, if your application includes assemblies and parts, with each assembly having many parts and each part appearing in many assemblies
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Introduction
With TypeScript we get a unified class construct in JavaScript. The syntax is based on the ES6 version, preparing TypeScript to remain a full superset of JavaScript even with ES6 implementations. Of course TypeScript compiles down to ES3 or ES5, which means that this class construct will be decomposed to something that is available right now: again the prototype mechanism. Nevertheless, what remains is code that is readable, cross-implementation (ES3 / ES5) safe and agrees on a common base. With my own approach (oop.js) no one besides me did know what was going on without reading the helper code. With TypeScript a broad set of developers uses the same pattern, as it is embedded in the language.
It was therefore just natural to convert the Mario5 project to TypeScript. What makes this worth an article on CodeProject? I think it is a nice study how to convert a project. It also illustrates the main points of TypeScript. And finally it gives a nice introduction to the syntax and the behavior. After all, TypeScript is easy for those who already know JavaScript and makes it easier to approach JavaScript, for those who do not have any experience yet.
Background
More than a year ago Anders Heijlsberg announced Microsoft's new language called TypeScript. This was a surprise for most people, as Microsoft (and especially Anders) seemed to be against dynamic languages, in particular JavaScript. However, it turned out, that Microsoft realized what a big opportunity the centralization of general purpose programming to web programming is. With JavaScript for Windows Store apps, the ongoing hype with node.js and the NoSQL movement with document stores that use JavaScript for running queries, it is obvious that JavaScript is definitely important.
Remark: Anders joined the TypeScript team at some point (v0.8) in the development. It is unclear if he invented the language or if somebody else came up with the idea. Nevertheless the team is currently lead by Anders and given his experience and expertise, it is certainly good to have him in charge of the project.
The realization did influence the decision on the design of a new language. Instead of creating a new language from the ground up (like Google did with Dart), Anders decided that any language that may be still established has to extend JavaScript. No solution should be orthogonal. The problem with CoffeeScript is that it hides JavaScript. This may be appealing for some developers, but for most developers it is an absolute exclusion criterion. Anders decided that the language has to be strongly typed, even though only an intelligent compiler (or transpiler to be more correct) will see these annotations.
So what happened? A true superset of ECMAScript 5 has been created. This superset has been called TypeScript to indicate the close relationsship with JavaScript (or ECMAScript in general), with the additional type annotations. Every other feature, such as interfaces, enums, generics, casts, ... follows from these type annotations. In the future TypeScript will evolve. There are two areas:
Embracing ES6 to remain a true superset of JavaScript
Bringing in further features to make JS development easier
The primary benefit of using TypeScript is two-fold. On the one side we can take the advantage of being informed of potential errors and problems during compile-time. If an argument does not fulfill a given signature, then the compiler will throw an error. This is especially useful when working with larger teams or an a bigger project. The other side is also interesting. Microsoft is known for their excellent tooling with Visual Studio. Giving JavaScript code a good tooling support is tedious, due to the dynamic nature of JavaScript code. Therefore even simple refactoring tasks such as renaming a variable cannot be performed with the desired stability.
In the end TypeScript gives us great tooling support combined with a much better idea about how our code will work. The combination of productivity plus robustness is the most appealing argument for using TypeScript. In this article we will explore how to convert existing projects. We will see, that transforming a code to TypeScript can be done incrementally.
Converting the existing project
TypeScript does not hide JavaScript. It starts with plain JavaScript.
The first step in utilizing TypeScript is of course to have TypeScript source files. Since we want to use TypeScript in an existing project, we'll have to convert these files. There is nothing to do here as a requirement, however, we'll just rename our files from *.js to *.ts. This is just a matter of convention, nothing that is actually required. Nevertheless, as the TypeScript compiler tsc usually considers *.ts files as input, writing *.js files as output, renaming the extension ensures that nothing wrong happens.
The next subsections deal with incremental improvements in the conversion process. We now assume that every file has the usual TypeScript extension *.ts, even though no additional TypeScript feature is used.
References
The first step is to supply references from single JavaScript files, to all other (required) JavaScript files. Usually we would only write single files, which, however, (usually) have to be inserted in a certain order in our HTML code. The JavaScript files do not know the HTML file, nor do they know the order of these files (not to speak of which files).
Now that we want to give our intelligent compiler (TypeScript) some hints, we need to specify what other objects might be available. Therefore we need to place a reference hint in the beginning of code files. The reference hint will declare all other files, that will be used from the current file.
For instance we might include jQuery (used by, e.g., the main.ts file) by its definition as via:
/// <reference path="def/jquery.d.ts"/>
We could also include a TypeScript version of the library, or the JavaScript version, however, there are reasons for including the definition file only. Definition files do not carry any logic. This will make the file substantially smaller and faster to parse. Also, such files will usually contain much more / better documentation comments. Finally, while we would prefer our own *.ts files to *.d.ts files, in case of jQuery and other libraries the original has been written in JavaScript. It is unclear, if the TypeScript compiler is satisfied with the source code. By taking a definition file, we can be sure that everything works.
There are reasons to write plain definition files ourselves, as well. The most basic one is covered by the def/interfaces.d.ts file. We do not have any code, which would make a compilation irrelevant. Referencing this file on the other hand makes sense, since the additional type information provided by the file helps in annotating our code.
Annotations
The most important TypeScript feature is type annotations. Actually, the name of the language indicates the high importance of this feature.
Most type annotations are actually not required. If a variable is immediately assigned (i.e. we define a variable, instead of just declaring it), then the compiler can infer the type of the variable.
var basepath = 'Content/';
Obviously, the type of this variable is a.string This is also what TypeScript infers. Nevertheless, we could also name the type explicitly.
var basepath: string = 'Content/';
Usually we do not want to be explicit with such annotations. It introduces more clutter and less flexibility than we aim for. However, sometimes such annotations are required. Of course the most obvious case appears, when we only declare a variable:
var frameCount: number;
There are other scenarios, too. Consider the creation of a single object, that may be extended with more properties. Writing the usual JavaScript code is definitely not enough information for the compiler:
var settings = { };
What properties are available? What is the type of the properties? Maybe we don't know, and we want to use it as a dictionary. In this case we should specify the arbitrary usage of the object:
var settings: any = { };
But there is also another case. We already know what properties might be available, and we only need to set or get some of these optional properties. In that case we can also specify the exact type:
var settings: Settings = { };
The most important case has been omitted so far. While variables (local or global) can be inferred in most cases, function parameters can never be inferred. In fact function parameters may be inferred for a single usage (such as the types of generic parameters), but not within the function itself. Therefore we need to tell the compiler what type of parameters we have.
setPosition(x: number, y: number) { this.x = x; this.y = y; }
Transforming JavaScript incrementally with type annotations therefore is a process, that starts by changing the signature of functions. So what about the basics of such annotations? We already learned that number, stringand any are built-in types, that represent elementary types. Additionally we have boolean and void. The latter is only useful for return types of functions. It indicates that nothing useful is returned (as JS functions will always return something, at least undefined).
What about arrays? A standard array is of type any[]. If we want to indicate that only numbers can be used with that array, we could annotate it as number[]. Multi-dimensional arrays are possible as well. A matrix might be annotated as number[][]. Due to the nature of JavaScript we only have jagged arrays for multi-dimensions.
Enumerations
Now that we started annotating our functions and variables, we will eventually require custom types. Of course we already have some types here and there, however, these types may be less annotated than we want to, or defined in a too special way.
Sometimes there are better alternatives offered by TypeScript. Collections of numeric constants, for instance, can be defined as an enumeration. In the old code we had objects such as:
var directions = { none: 0, left: 1, up: 2, right: 3, down: 4 };
It is not obvious that the contained elements are supposed to be constants. They could be easily changed. So what about a compiler that might give us an error if we really want to do nasty things with such an object? This is where enum types come in handy. Right now they are restricted to numbers, however, for most constant collections this is sufficient. Most importantly, they are transported as types, which means that we can use them in our type annotations.
The name has been changed to uppercase, which indicates that Direction is indeed a type. Since we do not want to use it like an enumeration flag, we use the singular version (following the .NET convention, which makes sense in this scenario).
enum Direction { none = 0, left = 1, up = 2, right = 3, down = 4, };
Now we can use it in the code such as:
setDirection(dir: Direction) { this.direction = dir; }
Please note that the dir parameter is annotated to be restricted to arguments of type Direction. This excludes arbitrary numbers and must use values of the Direction enumeration. What if we have a user input that happens to be a number? In such a scenario we can also get wild and use a TypeScript cast:
var userInput: number; // ... setDirection(<Direction>userInput);
Casts in TypeScript work only if they could work. Since every Direction is a number, a number could be a valid Direction. Sometimes a cast is known to fail a priori. If the userInput would be a plain string, TypeScript would complain and return an error on the cast.
Interfaces
Interfaces define types without specifying an implementation. They will vanish completely in the resulting JavaScript, like all of our type annotations. Basically they are quite similar to interfaces in C#, however, there are some notable differences.
Let's have a look at a sample interface:
interface LevelFormat { width: number; height: number; id: number; background: number; data: string[][]; }
This defines the format of a level definition. We see that such a definition must consist of numbers such as,widthheight, background and an.id Also, a two-dimensional string-array defines the various tiles that should be used in the level.
We already mentioned that TypeScript interfaces are different to C# interfaces. One of the reasons is that TypeScript interfaces allow merging. If an interface with the given name already exists, it won't be overwritten. There is also no compiler warning or error. Instead the existing interface will be extended with the properties defined in the new one.
The following interface merges the existing Math interface (from the TypeScript base definitions) with the provided one. We gain one additional method:
interface Math { sign(x: number): number; }
Methods are specified by specifying parameters in round brackets. The usual type annotation is then the return type of the method. With the provided interface (extension) the TypeScript compiler allows us to write the following method:
Math.sign = function(x: number) { if (x > 0) return 1; else if (x < 0) return -1; return 0; };
Another interesting option in TypeScript interfaces is the hybrid declaration. In JavaScript an object is not limited to be a pure key-value carrier. An object could also be invoked as a function. A great example for such a behavior is jQuery. There are many possible ways to call the jQuery object, each resulting in a new jQuery selection being returned. Alternatively the jQuery object also carries properties that represent nice little helpers and more useful stuff.
In the case of jQuery one of the interfaces looks like:
interface JQueryStatic { (): JQuery; (html: string, ownerDocument?: Document): JQuery; ajax(settings: JQueryAjaxSettings): JQueryXHR; /* ... */ }
Here we have to possible calls (among many) and a property that is directly available. Hybrid interfaces, therefore, require that the implementing object is, in fact, a function, that is extended with further properties.
We can also create interfaces based on other interfaces (or classes, which will be used as interfaces in this context).
Let's consider the following case. To distinguish points we use the Point interface. Here we only declare two coordinates, x and y. If we want to define a picture in the code, we need two values. A location (offset), where it should be placed, and the string that represents the source of the image.
Therefore we define the interface to represent this functionality to be derived / specialized of the Pointinterface. We use the extends keyword to trigger this behavior in TypeScript.
interface Point { x: number; y: number; } interface Picture extends Point { path: string; }
We can use as many interfaces as we want, but we need to separate them with commas.
Classes
At this stage we already typed most of our code, but an important concept has not been translated to TypeScript. The original codebase makes use of a special concept that brings class-like objects (incl. inheritance) to JavaScript. Originally this looked like the following sample:
var Gauge = Base.extend({ init: function(id, startImgX, startImgY, fps, frames, rewind) { this._super(0, 0); this.view = $('#' + id); this.setSize(this.view.width(), this.view.height()); this.setImage(this.view.css('background-image'), startImgX, startImgY); this.setupFrames(fps, frames, rewind); }, });
Unfortunately there are a lot of problems with the shown approach. The biggest problem is that it is non-normative, i.e. it is no standard way. Therefore developers who aren't familiar with this style of implementing class-like objects, cannot read or write code as they usually would. Also the exact implementation is unknown. All in all any developer has to look at the original definition of the Class object and its usage.
With TypeScript a unified way of creating class-like objects exists. Additionally it is implemented in the same manner as in ECMAScript 6. Therefore we get a portability, readability and extensibility, that is easy to use and standardized. Coming back from our original example we can transform it to become:
class Gauge extends Base { constructor(id: string, startImgX: number, startImgY: number, fps: number, frames: number, rewind: boolean) { super(0, 0); this.view = $('#' + id); this.setSize(this.view.width(), this.view.height()); this.setImage(this.view.css('background-image'), startImgX, startImgY); this.setupFrames(fps, frames, rewind); } };
This looks quite similar and behaves nearly identical. Nevertheless, changing the former definition with the TypeScript variant needs to be done in a single iteration. Why? If we change the base class (just called Base), we need to change all derived classes (TypeScript needs classes to inherit from other TypeScript classes).
On the other hand, if we change one of the derived classes we cannot use the base class any more. That being said, only classes, that are completely decoupled from the class hierarchy, can be transformed within a single iteration. Otherwise, we need to transform the whole class hierarchy.
The keywordextends has a different meaning than for interfaces. Interfaces extend other definitions (interfaces or the interface part of a class) by the specified set of definitions. A class extends another class by setting its prototype to the given one. Additionally, some other neat features are placed on top of this, like the ability to access the parent's functionality via.super
The most important class is the root of the class hierachy, called Base. It contains quite some features, most notably
class Base implements Point, Size { frameCount: number; x: number; y: number; image: Picture; width: number; height: number; currentFrame: number; frameID: string; rewindFrames: boolean; frameTick: number; frames: number; view: JQuery; constructor(x: number, y: number) { this.setPosition(x || 0, y || 0); this.clearFrames(); this.frameCount = 0; } setPosition(x: number, y: number) { this.x = x; this.y = y; } getPosition(): Point { return { x : this.x, y : this.y }; } setImage(img: string, x: number, y: number) { this.image = { path : img, x : x, y : y }; } setSize(width, height) { this.width = width; this.height = height; } getSize(): Size { return { width: this.width, height: this.height }; } setupFrames(fps: number, frames: number, rewind: boolean, id?: string) { if (id) { if (this.frameID === id) return true; this.frameID = id; } this.currentFrame = 0; this.frameTick = frames ? (1000 / fps / setup.interval) : 0; this.frames = frames; this.rewindFrames = rewind; return false; } clearFrames() { this.frameID = undefined; this.frames = 0; this.currentFrame = 0; this.frameTick = 0; } playFrame() { if (this.frameTick && this.view) { this.frameCount++; if (this.frameCount >= this.frameTick) { this.frameCount = 0; if (this.currentFrame === this.frames) this.currentFrame = 0; var $el = this.view; $el.css('background-position', '-' + (this.image.x + this.width * ((this.rewindFrames ? this.frames - 1 : 0) - this.currentFrame)) + 'px -' + this.image.y + 'px'); this.currentFrame++; } } } };
The implements keyword is similar to implementing interfaces (explicitely) in C#. We basically enable a contract, that we provide the abilities defined in the given interfaces within our class. While we can only extend from a single class, we can implement as many interfaces as we want. In the previous example we choose not to inherit from any class, but to implement two interfaces.
Then we define what kind of fields are available on objects of the given type. The order does not matter, but defining them initially (and most importantly: in a single place) makes sense. The functionconstructor is a special function that has the same meaning as the custom methodinit before. We use it as the class's constructor. The base class's constructor can be called any time via.super()
TypeScript also provides modifiers. They are not included in the ECMAScript 6 standard. Therefore I also do not like to use them. Nevertheless, we could make fields private (but remember: only from the view of the compiler, not in the JavaScript code itself) and therefore restrict access to such variables.
A nice usage of these modifiers is possible in combination with the constructor function itself.
class Base implements Point, Size { frameCount: number; // no x and y image: Picture; width: number; height: number; currentFrame: number; frameID: string; rewindFrames: boolean; frameTick: number; frames: number; view: JQuery; constructor(public x: number, public y: number) { this.clearFrames(); this.frameCount = 0; } /* ... */ }
By specifying that the arguments are public, we can omit the definition (and initialization) of x and y in the class. TypeScript will handle this automatically.
Fat arrow functions
Can anyone remember how to create anonymous functions in C# prior to lambda expressions? Most (C#) devs cannot. And the reason is simple: Lambda expressions bring expressiveness and readability. In JavaScript everything is evolving around the concept of anonymous functions. Personally, I only use function expressions (anonymous functions) instead of function statements (named functions). It is much more obvious what is happening, more flexible and brings a consistent look and feel to the code. I would say it is coherent.
Nevertheless, there are little snippets, where it sucks writing something like:
var me = this; me.loop = setInterval(function() { me.tick(); }, setup.interval);
Why this waste? Four lines for nothing. The first line is required, since the interval callback is invoked on behalf of the window. Therefore we need to cache the original this, in order to access / find the object. This closure is effective. Now that we stored the this in me, we can already profit from the shorter typing (at least something). Finally we need to hand that single function over in another function. Madness? Let's use the fat-arrow function!
this.loop = setInterval(() => this.tick(), setup.interval);
Ah well, now it is just a neat one-liner. One line we "lost" by preserving the this within fat-arrow functions (let's call them lambda expressions). Two more lines have been dedicated to preserving style for functions, which is now redundant as we use a lambda expression. In my opinion, this is not only readable but also understandable.
Under the hood, of course, TypeScript is using the same thing as we did before. But we do not care. We also do not care about MSIL generated by a C# compiler, or assembler code generated by any C compiler. We only care about the (original) source code being much more readable and flexible. If we are unsure about the wethis should use the fat arrow operator.
Extending the project
TypeScript compiles to (human-readable) JavaScript. It ends with ECMAScript 3 or 5 depending on the target.
Now that we basically typed our whole solution we might even go further and use some TypeScript features to make the code nicer, easier to extend and use. We will see that TypeScript offers some interesting concepts, that allow us to fully decouple our application and make it accessible, not only in the browser, but also on other platforms such as node.js (and therefore the terminal).
Default values and optional parameters
At this stage we are already quite good, but why leave it at that? Let's place default values for some parameters to make them optional.
For instance ,the following TypeScript snippet will be transformed...
var f = function(a: number = 0) { } f();
... to this:
var f = function (a) { if (a === void 0) { a = 0; } }; f();
The void 0 is basically a safe variant of undefined. That way these default values are always dynamically bound, instead of default values in C#, which are statically bound. This is a great reduction in code, as we can now omit essentially all default value checks and let TypeScript do the work.
As an example consider the following code snippet:
constructor(x: number, y: number) { this.setPosition(x || 0, y || 0); // ... }
Why should we ensure that the x and y values are set? We can directly place this constraint on the constructor function. Let's see how the updated code looks like:
constructor(x: number = 0, y: number = 0) { this.setPosition(x, y); // ... }
There are other examples, as well. The following already shows the function after being altered:
setImage(img: string, x: number = 0, y: number = 0) { this.view.css({ backgroundImage : img ? c2u(img) : 'none', backgroundPosition : '-' + x + 'px -' + y + 'px', }); super.setImage(img, x, y); }
Again, this makes the code much easier to read. Otherwise, the propertybackgroundPosition would be assigned with default value consideration, which looks quite ugly.
Having default values is certainly nice, but we might also have a scenario, where we can safely omit the argument without having to specify a default value. In that case we have still to do the work of checking if a parameter has been supplied, but a caller may omit the argument without running into trouble.
The key is to place a question mark behind the parameter. Let's look at an example:
setupFrames(fps: number, frames: number, rewind: boolean, id?: string) { if (id) { if (this.frameID === id) return true; this.frameID = id; } // ... return false; }
Obviously ,we allow calling the method without specifying the id parameter. Therefore we need to check if it exists. This is done in the first line of the method's body. This guard protects the usage of the optional parameter, even though TypeScript allows us to use it at free will. Nevertheless, we should be careful. TypeScript won't detect all mistakes - it's still our responsibility to ensure a working code in every possible path.
Overloads
JavaScript by its nature does not know function overloads. The reason is quite simple: Naming a function only results in a local variable. Adding a function to an object places a key in its dictionary. Both ways allow only unique identifiers. Otherwise we would be allowed to have two variables or properties with the same name. Of course there is an easy way around this. We create a super function that calls sub functions depending on the number and types of the arguments.
Nevertheless, while inspecting the number of arguments is easy, getting the type is hard. At least with TypeScript. TypeScript only knows / keeps the types during compile-time, and then throws the whole created type system away. This means that no type checking is possible during runtime - at least not beyond very elementary JavaScript type checking.
Okay, so why is a subsection dedicated to this topic, when TypeScript does not help us here? Well, obviously compile-time overloads are still possible and required. Many JavaScript libraries offer functions that offer one or the other functionality, depending on the arguments. jQuery for instance usually offers two or more variants. One is to read, the other to write a certain property. When we overload methods in TypeScript, we only have one implementation with multiple signatures.
Typically one tries to avoid such ambiguous definitions, which is why there is are no such methods in the original code. We do not want to introduce them right now, but let's just see how we could write t tohem:
interface MathX { abs: { (v: number[]): number; (n: number): number; } }
The implementation could look as follows:
var obj: MathX = { abs: function(a) { var sum = 0; if (typeof(a) === 'number') sum = a * a; else if (Array.isArray(a)) a.forEach(v => sum += v * v); return Math.sqrt(sum); } };
The advantage of telling TypeScript about the multiple calling versions lies in the enhanced UI capabilities. IDEs like Visual Studio, or text editors like Bracket may show all the overloads including the descriptions. As usual c,alls are restricted to the provided overloads, which will ensure some safety.
Generics
Generics may be useful to tame multiple (type) usages, as well. They work a little bit different than in C#, as well, since they are only evaluated during compile time. Additionally ,they do not have anything special about the runtime representation. There is no template meta programming or anything here. Generics is only another way to handle type safety without becoming too verbose.
Let's consider the following function:
function identity(x) { return x; }
Here the argument x is of type any. Therefore the function will return something of type any. This may not sound like a problem, but let's assume the following function invocations.
var num = identity(5); var str = identity('Hello'); var obj = identity({ a : 3, b : 9 });
What is the type of num, str and obj? They might have an obvious name, but from the perspective of the TypeScript compiler, they are all of type any.
This is where generics come to rescue. We can teach the compiler that the return type of the function is the calling type, which should be of the exact type that has been used.
function identity<t>(x: T): T { return x; } </t>
In the above snippet we simply return the same type that already entered the function. There are multiple possibilities (including returning a type determined from the context), but returning one of the argument types is probably the most common.
The current code does not have any generics included. The reason is simple: The code is mostly focused on changing states and not on evaluating input. Therefore we mostly deal with procedures and not with functions. If we would use functions with multiple argument types, classes with argument type dependencies or similar constructs, then generics would certainly be helpful. Right now everything was possible without them.
Modules
The final touch is to decouple our application. Instead of referencing all the files, we will use a module loader (e.g. AMD for browsers, or CommonJS for node) and load the various scripts on demand. There are many advantage to this pattern. The code is much easier to test, debug and usually does not suffer from wrong orders, as the modules are always loaded after the specified dependencies are available.
TypeScript offers a neat abstraction over the whole module system, since it provides two keywords (import and export), which are transformed to some code that is related to the desired module system. This means that a single code base can be compiled to AMD conform code, as well as CommonJS conform code. There is no magic required.
As an example the file constants.ts won't be referened any more. Instead, the file will export its contents in form of a module. This is done via:
export var audiopath = 'Content/audio/'; export var basepath = 'Content/'; export enum Direction { none = 0, left = 1, up = 2, right = 3, down = 4, }; /* ... */
How can this be used? Instead of having a reference comment, we use the require() method. To indicate that we wish to use the module directly, we do not write var, but import. Please note, that we can skip the *.tsextension. This makes sense, since the file will have the same name later on, but a different ending.
import constants = require('./constants');
The difference between var and import is quite important. Consider the following lines:
import Direction = constants.Direction; import MarioState = constants.MarioState; import SizeState = constants.SizeState; import GroundBlocking = constants.GroundBlocking; import CollisionType = constants.CollisionType; import DeathMode = constants.DeathMode; import MushroomMode = constants.MushroomMode;
If we would write var, then we would actually use the JavaScript representation of the property. However, we want to use the TypeScript abstraction. The JavaScript realization of Direction is only an object. The TypeScript abstraction is a type, that will be realized in form of an object. Sometimes it does not make a difference, however, with types such as interfaces, classes or enums, we should prefer import to var. Otherwise we just use var for renaming:
var setup = constants.setup; var images = constants.images;
Is this everything? Well, there is much to be said about modules, but I try to be brief here. First of all, we can use these modules to make interfaces to files. For instance the public interface to the main.ts is given by the following snippet:
export function run(levelData: LevelFormat, controls: Keys, sounds?: SoundManager) { var level = new Level('world', controls); level.load(levelData); if (sounds) level.setSounds(sounds); level.start(); };
All modules are then brought together in some file like game.ts. We load all the dependencies and then run the game. While most modules are just objects bundled together with single pieces, a module can also be just one of these pieces.
import constants = require('./constants'); import game = require('./main'); import levels = require('./testlevels'); import controls = require('./keys'); import HtmlAudioManager = require('./HtmlAudioManager'); $(document).ready(function() { var sounds = new HtmlAudioManager(constants.audiopath); game.run(levels[0], controls, sounds); });
The controls module is an example for a single piece module. We achieve this with a single statement such as:
export = keys;
This assigns the export object to be the keys object.
Let's see what we got so far. Due to the modular nature of our code we included some new files.
We have another dependency on RequireJS, but in fact, our code is more robust and easier to extend than before. Additionally, all dependencies are always exposed, which removes the possibility of unknown dependencies drastically. The module loader system combined with intellisense, improved refactoring capabilities and the strong typing added much safety to the whole project.
Of course not every project can be refactored so easily. The project has been small and was based on a solid code base, that did not rust that much.
In a final step we will break apart the massive main.ts file, to create small, decoupled files, which may only depend on some setting. This setting would be injected in the beginning. However, such a transformation is not for everyone. For certain projects, it might add too much noise than gain clarity.
Either way, for the Matter class we would have the following code:
/// <reference path="def/jquery.d.ts"/> import Base = require('./Base'); import Level = require('./Level'); import constants = require('./constants'); class Matter extends Base { blocking: constants.GroundBlocking; level: Level; constructor(x: number, y: number, blocking: constants.GroundBlocking, level: Level) { this.blocking = blocking; this.view = $('<div />').addClass('matter').appendTo(level.world); this.level = level; super(x, y); this.setSize(32, 32); this.addToGrid(level); } addToGrid(level) { level.obstacles[this.x / 32][this.level.getGridHeight() - 1 - this.y / 32] = this; } setImage(img: string, x: number = 0, y: number = 0) { this.view.css({ backgroundImage : img ? img.toUrl() : 'none', backgroundPosition : '-' + x + 'px -' + y + 'px', }); super.setImage(img, x, y); } setPosition(x: number, y: number) { this.view.css({ left: x, bottom: y }); super.setPosition(x, y); } }; export = Matter;
This technique would refine the dependencies. Additionally, the code base would gain accessibility. Nevertheless, it depends on the project and state of the code, if further refinement is actually desired or unnecessary cosmetics.
Credit
Florian Rappl
Florian lives in Munich, Germany. He started his programming career with Perl. After programming C/C++ for some years he discovered his favorite programming language C#. He did work at Siemens as a programmer until he decided to study Physics. During his studies he worked as an IT consultant for various companies. After graduating with a PhD in theoretical particle Physics he is working as a senior technical consultant in the field of home automation and IoT. Florian has been giving lectures in C#, HTML5 with CSS3 and JavaScript, software design, and other topics. He is regularly giving talks at user groups, conferences, and companies. He is actively contributing to open-source projects. Florian is the maintainer of AngleSharp, a completely managed browser engine.
Repository at GitHub
Points of Interest
One of the most asked questions in the original article has been where to acquire the sound / how to set up the sound system. It turns out that the sound might be one of the most interesting parts, yet I decided to drop it from the article. Why?
The sound files might cause a legal problem (however, the same could be said about the graphics)
The sound files are actually quite big (effect files are small, but the background music is O(MB))
Every sound file has to be duplicated to avoid compatibility issues (OGG and MP3 files are distributed)
The game has been made independent of a particular sound implementation
The last argument is my key point. I wanted to illustrate that the game can actually work without strongly coupling it to a particular implementation. Audio has been a widely discussed topic for web applications. First of all, we need to consider a series of formats since different formats and encodings only work on a subset of browsers. To reach all major browsers, one usually needs at least 2 different formats (usually consisting of one open and one proprietary format). Additionally, the current implementation of the HTMLAudioElement is not very efficient and useful for games. That is what motivated Google to work on another standard, which works much better for games.
Nevertheless, you want a standard implementation? The GitHub repository actually contains a standard implementation. The original JavaScript version is available, as is the Type'd version. Both are just called.SoundManager One is in the folder Original, the other one in the Scripts folder (both are subfolders of src).
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Assignment 02 Solution
For this assignment, you will be making two files, index.html and styles.css for your website. Inline styles (styles within html) are not allowed and will result in point deduction. Your CSS must be linked in a link tag within the head element. In addition, you should add a helper JavaScript library that we provide that can assist you on your progress. You can do the following: <!DOCTYPE…
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