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jQuery Basic Notes

Callbacks Queue

callback queue use Observer pattern to add callbacks to callback queue, fire callbacks when events happen.

function Callbacks(options) {
let list = [];
const self = {
add(fn) {
if (options === 'unique') {
if (!list.includes(fn)) {
list.push(fn);
}
} else {
list.push(fn);
}
},
fire(args) {
list.forEach(fn => {
fn(args);
});

if (options === 'once') {
list = undefined;
}
},
};

return self;
}

Deferred Queue

Same to Promise

class Promise {
// `executor` takes 2 parameters, `resolve()` and `reject()`. The executor
// function is responsible for calling `resolve()` or `reject()` to say that
// the async operation succeeded (resolved) or failed (rejected).
constructor(executor) {
if (typeof executor !== 'function') {
throw new TypeError('Executor must be a function');
}

// Internal state. `$state` is the state of the promise, and `$chained` is
// an array of the functions we need to call once this promise is settled.
this.$state = 'PENDING';
this.$chained = [];

// Implement `resolve()` and `reject()` for the executor function to use
const resolve = res => {
// A promise is considered "settled" when it is no longer
// pending, that is, when either `resolve()` or `reject()`
// was called once. Calling `resolve()` or `reject()` twice
// or calling `reject()` after `resolve()` was already called
// are no-ops.
if (this.$state !== 'PENDING') {
return;
}

// If `res` is a "thenable", lock in this promise to match the
// resolved or rejected state of the thenable.
const then = res != null ? res.then : null;
if (typeof then === 'function') {
// In this case, the promise is "resolved", but still in the 'PENDING'
// state. This is what the ES6 spec means when it says "A resolved promise
// may be pending, fulfilled or rejected" in
// http://www.ecma-international.org/ecma-262/6.0/#sec-promise-objects
return then(resolve, reject);
}

this.$state = 'FULFILLED';
this.$internalValue = res;

// If somebody called `.then()` while this promise was pending, need
// to call their `onFulfilled()` function
for (const { onFulfilled } of this.$chained) {
onFulfilled(res);
}

return res;
};

const reject = err => {
if (this.$state !== 'PENDING') {
return;
}

this.$state = 'REJECTED';
this.$internalValue = err;

for (const { onRejected } of this.$chained) {
onRejected(err);
}
};

// Call the executor function with `resolve()` and `reject()` as in the spec.
try {
// If the executor function throws a sync exception, we consider that
// a rejection. Keep in mind that, since `resolve()` or `reject()` can
// only be called once, a function that synchronously calls `resolve()`
// and then throws will lead to a fulfilled promise and a swallowed error
executor(resolve, reject);
} catch (err) {
reject(err);
}
}

// `onFulfilled` is called if the promise is fulfilled, and `onRejected`
// if the promise is rejected. For now, you can think of 'fulfilled' and
// 'resolved' as the same thing.
then(onFulfilled, onRejected) {
return new Promise((resolve, reject) => {
// Ensure that errors in `onFulfilled()` and `onRejected()` reject the
// returned promise, otherwise they'll crash the process. Also, ensure
// that the promise
const _onFulfilled = res => {
try {
// If `onFulfilled()` returns a promise, trust `resolve()` to handle
// it correctly.
// store new value to new Promise
resolve(onFulfilled(res));
} catch (err) {
reject(err);
}
};

const _onRejected = err => {
try {
// store new value to new Promise
reject(onRejected(err));
} catch (_err) {
reject(_err);
}
};

if (this.$state === 'FULFILLED') {
_onFulfilled(this.$internalValue);
} else if (this.$state === 'REJECTED') {
_onRejected(this.$internalValue);
} else {
this.$chained.push({
onFulfilled: _onFulfilled,
onRejected: _onRejected,
});
}
});
}

catch(onRejected) {
return this.then(null, onRejected);
}
}

Sizzle Selector Engine

  • runtime tokenizer and parser
  • api from querySelectorAll

DOM Module

DOM Internal

createDocumentFragment:

多次使用节点方法(如:appendChild)绘制页面,每次都要刷新页面一次。 使用 document_createDocumentFragment()创建一个文档碎片,把所有的新结点附加在其上, 然后把文档碎片的内容一次性添加到 document 中,提升性能

function domManipulation(parentElements, target, callback) {
const fragment = buildFragment([target], parentElements);
callback.call(parentElements);
}

function after(...args) {
return this.domManipulation(...args, function (elem) {
this.parentNode.insertBefore(elem, this.nextSibling);
});
}

structure

$('selector').html('tag+text');
$('selector').text('text');

$('selector').clone();
$('selector').remove();
$('selector').appendTo('selector');

$('selector').parent();
$('selector').children();
$('selector').index();

class

$('selector').addClass('');
$('selector').removeClass('');
$('selector').hidden();

style

$('selector').css('color', 'red');
$('selector').prop('disable', 'true');

Events Module

Events Internal

  1. 通过 on 绑定事件,分析传递的数据,加工变成 add 能够识别的数据
  2. 通过 add 把数据整理放到数据缓存中保存,通过 addEventListener 绑定事件
  3. 触发事件执行 addEventListener 回调 dispatch 方法
  4. 修正事件对象存在的问题,通过 fix 生成一个可写的事件对象
  5. 引入 handlers 把委托和原生事件(例如"click")绑定区分对待
  6. 执行数据缓存的事件回调,传入内部产生的事件对象

Mouse

  • click
  • dbclick
  • mouseenter
  • mouseleave

Keyboard

  • keypress
  • keydown
  • keyup

Form

  • submit
  • change
  • focus
  • blur

Document and Window Event

  • load
  • resize
  • scroll
  • unload
$(window).scroll(function (event) {});
$(document).height(); // 返回整个网页的高度
$(window).height(); // 返回窗口高度
$(window).scrollTop(); // 返回滚动条距网页顶部距离

常用多态函数

$(selector).data();
$(selector).html();
$(selector).css();
$(document).ready(function () {});

AJAX Module

JSON API

$.getJSON:

$.getJSON(url, data, success(data, statusCode, xhr));

$.getJSON('test.js', function (json) {
alert(`JSON Data: ${json.users[3].name}`);
});

AJAX API

$.ajax:

$.ajax({
url: 'http://localhost:3000',
type: 'GET' / 'POST' / 'PUT' / 'DELETE',
data: dataSchema,
dataType: 'json',
success: successCallback,
error: errorHandle,
});

Animation Module

  • 通过多个 animate 方法形成动画链,那么这个动画链其实都是会加入到 queue 队列里面
  • 在每一次 queue 方法中会把动画数据写到队列中,然后取出队列中的第一个序列通过 dequeue 方法执行
  • 开始执行之前写一个进程锁 inProgress 到 queue 里面, 代表这个动画还在执行中, 防止同个序列的多个动画重复执行,这个就是异步执行同步收集的处理方案
  • 此时动画开始了,这里注意动画是在异步执行的同步的代码,继续调用下一个 animate
  • 执行同样的 animate 方法逻辑但是此时问题来了, 动画可能还在执行可是后续的 animate 还在继续调用,所以这个时候后面的动画代码就需要等待了(进程锁)
  • 队列头是有一把 inProgress 进程锁的,那么这时候动画只需要加入队列, 但是可以通过 inProgress 是否存在来判断是否执行
  • 所有的 animate 方法在加入队列都是按照以上的逻辑依次执行, 动画执行完毕了就会有一个结束通知,然后从 queue 取出第一个队列继续执行了,如此循环

Tween Object

通过一个 Tween 类构造出来的缓动对象,其实就是针对每一个属性的封装对象, 这样我们只需要设计一个定时器,在指定的时间内调用 Tween 生成的这些对象就可以了, Tween 内部控制着各自属性的状态改变。

具体右边的实现代码涉及了如下几个部分了:

  • Animation 函数,入口函数用来做一些参数的初始化工作,整个动画的开始调度
  • animation 对象就是实际的动画对象了,通过 Animation 函数创建,这个对象上实现了所有属性与方法
  • new Tween() 通过 Tween 创建每一个属性对象相关的数据
  • animation.tweens 保存了每一个属性对象的容器
  • Animation.fx 就是具体开始动画执行的调用的一个调度对象了
  • 定时器都是执行一个回调函数的,tick 就是定时器执行的回调, tick 函数中通过计算出变化数据,然后通过循环 animation.tweens 中的每一个动画属性对象,来实现改变