Showing posts with label TypeScript. Show all posts
Showing posts with label TypeScript. Show all posts

Tuesday, June 27, 2023

How to lock an object when websocketgateway has many requests mutex

 test.ts

class Mutex {   
    queue: any[];
    queue_args: any[];
    locked: boolean;

    constructor() {
        this.locked = false;
        this.queue = [];
        this.queue_args = [];
    }

    lock(data: any) {
        return new Promise<void>(resolve => {
            if (this.locked) {
                this.queue.push(resolve);
                this.queue_args.push(data);
                console.log('lock', this.queue_args);
            } else {
                this.locked = true;
                resolve();
            }
        });
    }

    unlock() {
        if (this.queue.length > 0) {
            const nextResolver = this.queue.shift();
            const nextArgs = this.queue_args.shift();
            console.log('unlock', nextArgs, this.queue_args);
            nextResolver();
        } else {
            this.locked = false;
        }
    }
}

class WebSocketGateway {
    data: {};
    mutex: Mutex;

    constructor() {
        this.data = {};
        this.mutex = new Mutex();
    }

    async handleRequest(request) {
        await this.mutex.lock(request.data);
        try {
            await new Promise(resolve => setTimeout(resolve, 1000));
        } finally {
            this.mutex.unlock();
        }
    }
}

const gateway = new WebSocketGateway();
for (var i = 0; i < 4; i++)
    gateway.handleRequest({ data: 'request-' + i });

Wednesday, April 15, 2015

TypeScript vs ProtoType syntax

Inheritance


class Animal {
    constructor(public name: string) { }
    move(meters: number) {
        alert(this.name + " moved " + meters + "m.");
    }
}

class Snake extends Animal {
    constructor(name: string) { super(name); }
    move() {
        alert("Slithering...");
        super.move(5);
    }
}

class Horse extends Animal {
    constructor(name: string) { super(name); }
    move() {
        alert("Galloping...");
        super.move(45);
    }
}

var sam = new Snake("Sammy the Python");
var tom: Animal = new Horse("Tommy the Palomino");

sam.move();
tom.move(34);


TO JS


var __extends = this.__extends || function (d, b) {
    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
    function __() { this.constructor = d; }
    __.prototype = b.prototype;
    d.prototype = new __();
};
var Animal = (function () {
    function Animal(name) {
        this.name = name;
    }
    Animal.prototype.move = function (meters) {
        alert(this.name + " moved " + meters + "m.");
    };
    return Animal;
})();
var Snake = (function (_super) {
    __extends(Snake, _super);
    function Snake(name) {
        _super.call(this, name);
    }
    Snake.prototype.move = function () {
        alert("Slithering...");
        _super.prototype.move.call(this, 5);
    };
    return Snake;
})(Animal);
var Horse = (function (_super) {
    __extends(Horse, _super);
    function Horse(name) {
        _super.call(this, name);
    }
    Horse.prototype.move = function () {
        alert("Galloping...");
        _super.prototype.move.call(this, 45);
    };
    return Horse;
})(Animal);
var sam = new Snake("Sammy the Python");
var tom = new Horse("Tommy the Palomino");
sam.move();

tom.move(34);


Generics


class Greeter<T> {
    greeting: T;
    constructor(message: T) {
        this.greeting = message;
    }
    greet() {
        return this.greeting;
    }
}

var greeter = new Greeter<string>("Hello, world");

var button = document.createElement('button');
button.textContent = "Say Hello";
button.onclick = function () {
    alert(greeter.greet());
}

document.body.appendChild(button);


TO JS


var Greeter = (function () {
    function Greeter(message) {
        this.greeting = message;
    }
    Greeter.prototype.greet = function () {
        return this.greeting;
    };
    return Greeter;
})();
var greeter = new Greeter("Hello, world");
var button = document.createElement('button');
button.textContent = "Say Hello";
button.onclick = function () {
    alert(greeter.greet());
};
document.body.appendChild(button);


Modules


module Sayings {
    export class Greeter {
        greeting: string;
        constructor(message: string) {
            this.greeting = message;
        }
        greet() {
            return "Hello, " + this.greeting;
        }
    }
}
var greeter = new Sayings.Greeter("world");

var button = document.createElement('button');
button.textContent = "Say Hello";
button.onclick = function() {
    alert(greeter.greet());
};

document.body.appendChild(button);


TO JS


var Sayings;
(function (Sayings) {
    var Greeter = (function () {
        function Greeter(message) {
            this.greeting = message;
        }
        Greeter.prototype.greet = function () {
            return "Hello, " + this.greeting;
        };
        return Greeter;
    })();
    Sayings.Greeter = Greeter;
})(Sayings || (Sayings = {}));
var greeter = new Sayings.Greeter("world");
var button = document.createElement('button');
button.textContent = "Say Hello";
button.onclick = function () {
    alert(greeter.greet());
};
document.body.appendChild(button);


New Features


type NameOrNameArray = string | string[];

function createName(name: NameOrNameArray) {
    if (typeof name === "string") {
        return name;
    }
    else {
        return name.join(" ");
    }
}

var greetingMessage = `Greetings, ${createName(["Sam", "Smith"]) }`;
alert(greetingMessage);


TO JS


function createName(name) {
    if (typeof name === "string") {
        return name;
    }
    else {
        return name.join(" ");
    }
}
var greetingMessage = "Greetings, " + createName(["Sam", "Smith"]);
alert(greetingMessage);


examples for all


class Vector {

    constructor(public x: number, public y: number, public z: number) { }

    static times(k: number, v: Vector) {
        return new Vector(k * v.x, k * v.y, k * v.z);
    }

    static minus(v1: Vector, v2: Vector) {
        return new Vector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
    }

    static plus(v1: Vector, v2: Vector) {
        return new Vector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
    }

    static dot(v1: Vector, v2: Vector) {
        return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
    }

    static mag(v: Vector) {
        return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
    }

    static norm(v: Vector) {
        var mag = Vector.mag(v);
        var div = (mag === 0) ? Infinity : 1.0 / mag;
        return Vector.times(div, v);
    }

    static cross(v1: Vector, v2: Vector) {
        return new Vector(v1.y * v2.z - v1.z * v2.y,
                          v1.z * v2.x - v1.x * v2.z,
                          v1.x * v2.y - v1.y * v2.x);
    }

}

class Color {

    constructor(public r: number, public g: number, public b: number) { }

    static scale(k: number, v: Color) {
        return new Color(k * v.r, k * v.g, k * v.b);
    }

    static plus(v1: Color, v2: Color) {
        return new Color(v1.r + v2.r, v1.g + v2.g, v1.b + v2.b);
    }

    static times(v1: Color, v2: Color) {
        return new Color(v1.r * v2.r, v1.g * v2.g, v1.b * v2.b);
    }

    static white = new Color(1.0, 1.0, 1.0);
    static grey = new Color(0.5, 0.5, 0.5);
    static black = new Color(0.0, 0.0, 0.0);
    static background = Color.black;
    static defaultColor = Color.black;

    static toDrawingColor(c: Color) {
        var legalize = d => d > 1 ? 1 : d;
        return {
            r: Math.floor(legalize(c.r) * 255),
            g: Math.floor(legalize(c.g) * 255),
            b: Math.floor(legalize(c.b) * 255)
        }
    }

}

class Camera {

    forward: Vector;
    right: Vector;
    up: Vector;

    constructor(public pos: Vector, lookAt: Vector) {
        var down = new Vector(0.0, -1.0, 0.0);
        this.forward = Vector.norm(Vector.minus(lookAt, this.pos));
        this.right = Vector.times(1.5, Vector.norm(Vector.cross(this.forward, down)));
        this.up = Vector.times(1.5, Vector.norm(Vector.cross(this.forward, this.right)));
    }

}

interface Ray {
    start: Vector;
    dir: Vector;
}

interface Intersection {
    thing: Thing;
    ray: Ray;
    dist: number;
}

interface Surface {
    diffuse: (pos: Vector) => Color;
    specular: (pos: Vector) => Color;
    reflect: (pos: Vector) => number;
    roughness: number;
}

interface Thing {
    intersect: (ray: Ray) => Intersection;
    normal: (pos: Vector) => Vector;
    surface: Surface;
}

interface Light {
    pos: Vector;
    color: Color;
}

interface Scene {
    things: Thing[];
    lights: Light[];
    camera: Camera;
}

class Sphere implements Thing {

    radius2: number;

    constructor(public center: Vector, radius: number, public surface: Surface) {
        this.radius2 = radius * radius;
    }

    normal(pos: Vector): Vector {
        return Vector.norm(Vector.minus(pos, this.center));
    }

    intersect(ray: Ray) {
        var eo = Vector.minus(this.center, ray.start);
        var v = Vector.dot(eo, ray.dir);
        var dist = 0;
        if (v >= 0) {
            var disc = this.radius2 - (Vector.dot(eo, eo) - v * v);
            if (disc >= 0) {
                dist = v - Math.sqrt(disc);
            }
        }
        if (dist === 0) {
            return null;
        } else {
            return { thing: this, ray: ray, dist: dist };
        }
    }

}

class Plane implements Thing {

    normal: (pos: Vector) => Vector;
    intersect: (ray: Ray) => Intersection;

    constructor(norm: Vector, offset: number, public surface: Surface) {
        this.normal = function(pos: Vector) { return norm; }
        this.intersect = function(ray: Ray): Intersection {
            var denom = Vector.dot(norm, ray.dir);
            if (denom > 0) {
                return null;
            } else {
                var dist = (Vector.dot(norm, ray.start) + offset) / (-denom);
                return { thing: this, ray: ray, dist: dist };
            }
        }
    }

}

module Surfaces {

    export var shiny: Surface = {
        diffuse: function(pos) { return Color.white; },
        specular: function(pos) { return Color.grey; },
        reflect: function(pos) { return 0.7; },
        roughness: 250
    }

    export var checkerboard: Surface = {
        diffuse: function(pos) {
            if ((Math.floor(pos.z) + Math.floor(pos.x)) % 2 !== 0) {
                return Color.white;
            } else {
                return Color.black;
            }
        },
        specular: function(pos) { return Color.white; },
        reflect: function(pos) {
            if ((Math.floor(pos.z) + Math.floor(pos.x)) % 2 !== 0) {
                return 0.1;
            } else {
                return 0.7;
            }
        },
        roughness: 150
    }

}


class RayTracer {

    private maxDepth = 5;

    private intersections(ray: Ray, scene: Scene) {
        var closest = +Infinity;
        var closestInter: Intersection = undefined;
        for (var i in scene.things) {
            var inter = scene.things[i].intersect(ray);
            if (inter != null && inter.dist < closest) {
                closestInter = inter;
                closest = inter.dist;
            }
        }
        return closestInter;
    }

    private testRay(ray: Ray, scene: Scene) {
        var isect = this.intersections(ray, scene);
        if (isect != null) {
            return isect.dist;
        } else {
            return undefined;
        }
    }

    private traceRay(ray: Ray, scene: Scene, depth: number): Color {
        var isect = this.intersections(ray, scene);
        if (isect === undefined) {
            return Color.background;
        } else {
            return this.shade(isect, scene, depth);
        }
    }

    private shade(isect: Intersection, scene: Scene, depth: number) {
        var d = isect.ray.dir;
        var pos = Vector.plus(Vector.times(isect.dist, d), isect.ray.start);
        var normal = isect.thing.normal(pos);
        var reflectDir = Vector.minus(d, Vector.times(2, Vector.times(Vector.dot(normal, d), normal)));
        var naturalColor = Color.plus(Color.background,
                                      this.getNaturalColor(isect.thing, pos, normal, reflectDir, scene));
        var reflectedColor = (depth >= this.maxDepth) ? Color.grey : this.getReflectionColor(isect.thing, pos, normal, reflectDir, scene, depth);
        return Color.plus(naturalColor, reflectedColor);
    }

    private getReflectionColor(thing: Thing, pos: Vector, normal: Vector, rd: Vector, scene: Scene, depth: number) {
        return Color.scale(thing.surface.reflect(pos), this.traceRay({ start: pos, dir: rd }, scene, depth + 1));
    }

    private getNaturalColor(thing: Thing, pos: Vector, norm: Vector, rd: Vector, scene: Scene) {
        var addLight = (col, light) => {
            var ldis = Vector.minus(light.pos, pos);
            var livec = Vector.norm(ldis);
            var neatIsect = this.testRay({ start: pos, dir: livec }, scene);
            var isInShadow = (neatIsect === undefined) ? false : (neatIsect <= Vector.mag(ldis));
            if (isInShadow) {
                return col;
            } else {
                var illum = Vector.dot(livec, norm);
                var lcolor = (illum > 0) ? Color.scale(illum, light.color)
                                          : Color.defaultColor;
                var specular = Vector.dot(livec, Vector.norm(rd));
                var scolor = (specular > 0) ? Color.scale(Math.pow(specular, thing.surface.roughness), light.color)
                                          : Color.defaultColor;
                return Color.plus(col, Color.plus(Color.times(thing.surface.diffuse(pos), lcolor),
                                                  Color.times(thing.surface.specular(pos), scolor)));
            }
        }
        return scene.lights.reduce(addLight, Color.defaultColor);
    }

    render(scene, ctx, screenWidth, screenHeight) {
        var getPoint = (x, y, camera) => {
            var recenterX = x => (x - (screenWidth / 2.0)) / 2.0 / screenWidth;
            var recenterY = y => -(y - (screenHeight / 2.0)) / 2.0 / screenHeight;
            return Vector.norm(Vector.plus(camera.forward, Vector.plus(Vector.times(recenterX(x), camera.right), Vector.times(recenterY(y), camera.up))));
        }
        for (var y = 0; y < screenHeight; y++) {
            for (var x = 0; x < screenWidth; x++) {
                var color = this.traceRay({ start: scene.camera.pos, dir: getPoint(x, y, scene.camera) }, scene, 0);
                var c = Color.toDrawingColor(color);
                ctx.fillStyle = "rgb(" + String(c.r) + ", " + String(c.g) + ", " + String(c.b) + ")";
                ctx.fillRect(x, y, x + 1, y + 1);
            }
        }
    }

}


function defaultScene(): Scene {
    return {
        things: [new Plane(new Vector(0.0, 1.0, 0.0), 0.0, Surfaces.checkerboard),
                 new Sphere(new Vector(0.0, 1.0, -0.25), 1.0, Surfaces.shiny),
                 new Sphere(new Vector(-1.0, 0.5, 1.5), 0.5, Surfaces.shiny)],
        lights: [{ pos: new Vector(-2.0, 2.5, 0.0), color: new Color(0.49, 0.07, 0.07) },
                 { pos: new Vector(1.5, 2.5, 1.5), color: new Color(0.07, 0.07, 0.49) },
                 { pos: new Vector(1.5, 2.5, -1.5), color: new Color(0.07, 0.49, 0.071) },
                 { pos: new Vector(0.0, 3.5, 0.0), color: new Color(0.21, 0.21, 0.35) }],
        camera: new Camera(new Vector(3.0, 2.0, 4.0), new Vector(-1.0, 0.5, 0.0))
    };
}

function exec() {
    var canv = document.createElement("canvas");
    canv.width = 256;
    canv.height = 256;
    document.body.appendChild(canv);
    var ctx = canv.getContext("2d");
    var rayTracer = new RayTracer();
    return rayTracer.render(defaultScene(), ctx, 256, 256);
}

exec();