Angular
+
TypeScript
¿Qué es Angular?
Framework JS
SPA: Single Page Applications
TypeScript
Código fuente y código compilado
¿Angular 2? ¿6? ¿AngularJS?
Entorno de desarrollo
IDE: Visual Studio Code
NodeJS y npm
Comandos básicos
Clonar un repositorio:
git clone URL
Descargar última versión del repositorio:
git pull origin master
Configuración proxy
git config --global http.proxy http://username:password@host:port
git config --global https.proxy http://username:password@host:port
npm
Instalar última versión después de instalar Node.js
(configurar proxy si es necesario)
Repositorio de módulos distribuibles
Módulos globales y módulos locales
La carpeta node_modules
El archivo package.json:
Registro de dependencias
Dependencias de desarrollo y de producción
Versiones (SEMVER)
Comandos npm
Instalar un paquete globalmente:
npm install -g paquete
Instalar un paquete de producción:
npm install paquete
Instalar un paquete de desarrollo:
npm install paquete --save-dev
Instalar todas las dependencias:
npm install
Instalar las dependencias de producción:
npm install --production
Listar paquetes instalados:
npm list --depth=0 (locales)Configuración proxy
npm config set proxy http://username:password@host:port
npm config set https-proxy http://username:password@host:port
JavaScript
Interpretado, compilado y ejecutado en el navegador
Cada navegador programa su propio motor de JS
Estandarización: ECMAScript
La versión ES6 o ES2015
Transpiladores: Babel, TypeScript
Organización del código JavaScript
Ejemplo de uso clásico de JS: utilizar un plugin de jQuery en nuestra web, o implementar alguna interacción con el usuario
Pocas líneas de código, todas en un mismo archivo
Organización del código JavaScript
(function($) {
$(document).ready(function() {
// Al hacer clic en una pestaña
$(".tab a").on("click", function(e) {
// Anulamos el link
e.preventDefault();
// Ocultamos todos los bloques de contenido
// y mostramos sólo el que se ha elegido
var content_id = $(this).attr("href");
$(".tab-content").hide();
$(content_id).show();
// Desmarcamos la pestaña que estuviera activa
// y marcamos la clicada como activa
$(".tab.active").removeClass("active");
$(this).closest(".tab").addClass("active");
})
})
})(jQuery);
<head>
<meta charset="UTF-8">
<title>Mi web</title>
<script src="vendor/jquery/jquery.min.js"></script>
<script src="js/tabs.js"></script>
</head>
24 líneas
Organización del código JavaScript
<head>
<meta charset="UTF-8">
<title>Mi web</title>
<script src="vendor/jquery/jquery.min.js"></script>
<script src="js/ui.js"></script>
</head>
(function($) {
$(document).ready(function() {
$(document).on('click', '.tab_new', offerGroupSwitchTabs);
$(document).on('click', '.navigationServices-li', jumpTo);
$('.load-more_new').on('click', loadMore).each(function() {
$(this).data('main', $(this).text());
});
})
var loadMore = function(e) {
e.preventDefault();
var $list = $(this).prev('.promos-list_new');
var button_text = $(this).data('main');
var button_alt_text = $(this).data('alt');
if ($(window).width() > 992) {
var hidden_classes = ".hidden";
var $hidden = $list.find(hidden_classes);
var n_show = 3;
} else if ($(window).width() > 768) {
var hidden_classes = ".hidden, .hidden-sm";
var $hidden = $list.find(hidden_classes);
var n_show = 2;
} else {
var hidden_classes = ".hidden, .hidden-sm, .hidden-xs";
var $hidden = $list.find(hidden_classes);
var n_show = 1;
}
if ($hidden.length == 0) {
$list.find(">li:nth-child(2)").addClass('hidden-xs');
$list.find(">li:nth-child(3)").addClass('hidden-xs hidden-sm');
$list.find(">li:nth-child(n+4)").addClass('hidden');
$(this).text(button_text);
} else {
$hidden.slice(0, n_show).each(function () {
$(this).removeClass(hidden_classes.replace(/[\.,\,]/g, ''));
});
if ($list.find(hidden_classes).length == 0) {
$(this).text(button_alt_text);
}
}
}
var offerGroupSwitchTabs = function(e) {
e.preventDefault();
var $info = $(this).closest('.info_new');
var target = $(this).attr('href');
var targetClass = target.replace('#', '.');
$info.find('.active').removeClass('active');
$info.find('[href=' + target + ']').addClass('active');
$(targetClass).addClass('active');
}
var jumpTo = function(e) {
e.preventDefault();
var target = $(this).find('a').attr('href');
var $target = $(target);
var targetTop = $target.offset().top;
$('html, body').animate({
scrollTop: targetTop - 200
}, {
duration: durationOnDistance(targetTop),
complete: function() {
window.location.hash = target;
}
});
}
var durationOnDistance = function(elementTop) {
var distance = elementTop - $(window).scrollTop();
var time = distance * 0.5;
return time;
}
})(jQuery)
75 líneas
Organización del código JavaScript
Programar toda la UI de una página
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
(function() {
var width = window.innerWidth;
var height = window.innerHeight;
var timerID = 0;
var c = document.getElementById('canvas')
var ctx = c.getContext('2d');
c.width = width;
c.height = height;
var speed = 10;
var size = 8;
var boids = [];
var totalBoids = 150;
var init = function(){
for (var i = 0; i < totalBoids; i++) {
boids.push({
x: Math.random() * width,
y: Math.random() * height,
v: {
x: Math.random() * 2 - 1,
y: Math.random() * 2 - 1
},
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)'
});
}
setInterval(update, 40);
}
var calculateDistance = function(v1, v2){
x = Math.abs(v1.x - v2.x);
y = Math.abs(v1.y - v2.y);
return Math.sqrt((x * x) + (y * y));
}
var checkWallCollisions = function(index){
if (boids[index].x > width) {
boids[index].x = 0;
}
else
if (boids[index].x < 0) {
boids[index].x = width;
}
if (boids[index].y > height) {
boids[index].y = 0;
}
else
if (boids[index].y < 0) {
boids[index].y = height;
}
}
var addForce = function(index, force){
boids[index].v.x += force.x;
boids[index].v.y += force.y;
magnitude = calculateDistance({
x: 0,
y: 0
}, {
x: boids[index].v.x,
y: boids[index].v.y
});
boids[index].v.x = boids[index].v.x / magnitude;
boids[index].v.y = boids[index].v.y / magnitude;
}
//This should be in multiple functions, but this will
//save tons of looping - Gross!
var applyForces = function(index){
percievedCenter = {
x: 0,
y: 0
};
flockCenter = {
x: 0,
y: 0
};
percievedVelocity = {
x: 0,
y: 0
};
count = 0;
for (var i = 0; i < boids.length; i++) {
if (i != index) {
//Allignment
dist = calculateDistance(boids[index], boids[i]);
//console.log(dist);
if (dist > 0 && dist < 50) {
count++;
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
//Seperation
if (calculateDistance(boids[i], boids[index]) < 12) {
flockCenter.x -= (boids[i].x - boids[index].x);
flockCenter.y -= (boids[i].y - boids[index].y);
}
}
}
}
if (count > 0) {
percievedCenter.x = percievedCenter.x / count;
percievedCenter.y = percievedCenter.y / count;
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400;
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400;
percievedVelocity.x = percievedVelocity.x / count;
percievedVelocity.y = percievedVelocity.y / count;
flockCenter.x /= count;
flockCenter.y /= count;
}
addForce(index, percievedCenter);
addForce(index, percievedVelocity);
addForce(index, flockCenter);
}
var update = function(){
for (var i = 0; i < boids.length; i++) {
//Draw boid
ctx.beginPath();
ctx.strokeStyle = boids[i].c;
ctx.lineWidth = size;
ctx.moveTo(boids[i].x, boids[i].y);
boids[i].x += boids[i].v.x * speed;
boids[i].y += boids[i].v.y * speed;
applyForces(i);
ctx.lineTo(boids[i].x, boids[i].y);
ctx.stroke();
ctx.fill();
checkWallCollisions(i);
}
}
//Gui uses this to clear the canvas
var clearCanvas = function(){
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)';
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
}
init();
})();
1711 líneas
Organización del código JavaScript
¿2000 líneas en un solo archivo?
Ventajas
Inconvenientes
Organización del código JavaScript
Optimización: dividir el código en varios archivos/módulos
<head>
<meta charset="UTF-8">
<title>Mi web</title>
<script src="vendor/jquery/jquery.min.js"></script>
<script src="js/modules/tabs.js"></script>
<script src="js/modules/banners.js"></script>
<script src="js/modules/lightbox.js"></script>
<script src="js/modules/scroll.js"></script>
<script src="js/modules/carousel.js"></script>
<script src="js/modules/slideshow.js"></script>
<script src="js/modules/gallery.js"></script>
<script src="js/modules/navigation.js"></script>
</head>
Organización del código JavaScript
Ventajas
Inconvenientes
<head>
<meta charset="UTF-8">
<title>Mi web</title>
<script src="vendor/jquery/jquery.min.js"></script>
<script src="js/modules/tabs.js"></script>
<script src="js/modules/banners.js"></script>
<script src="js/modules/lightbox.js"></script>
<script src="js/modules/scroll.js"></script>
<script src="js/modules/carousel.js"></script>
<script src="js/modules/slideshow.js"></script>
<script src="js/modules/gallery.js"></script>
<script src="js/modules/navigation.js"></script>
</head>
Organización del código JavaScript
Dependencias: es difícil asegurar el orden, y no es posible tener dependencias circulares
<head>
<meta charset="UTF-8">
<title>Mi web</title>
<script src="vendor/jquery/jquery.min.js"></script>
<script src="js/modules/tabs.js"></script>
<script src="js/modules/banners.js"></script>
<script src="js/modules/lightbox.js"></script>
<script src="js/modules/scroll.js"></script>
<script src="js/modules/carousel.js"></script>
<script src="js/modules/slideshow.js"></script>
<script src="js/modules/gallery.js"></script>
<script src="js/modules/navigation.js"></script>
</head>
Organización del código JavaScript: módulos
Module loaders: ellos gestionan las dependencias y cargan los módulos (RequireJS, SystemJS)
Ventajas
Inconvenientes
Organización del código JavaScript: módulos
Module bundlers: además de lo anterior, generan un solo código encadenado y minificado (browserify, webpack)
Ventajas
Organización del código JavaScript: módulos
¿Puedo escribir mis módulos como yo quiera? ¿hay un estándar?
AMD: Asynchronous Module Definition
CommonJS
UMD: Universal Module Definition
ES6 Modules
define(['myModule', 'myOtherModule'], function(myModule, myOtherModule) {
return {
hello: function() {
console.log('hello');
},
goodbye: function() {
console.log('goodbye');
}
};
});
var myModuleA = require('myModuleA');
function myModuleB() {
this.hello = function() {
return 'hello!';
}
this.goodbye = function() {
return 'goodbye!';
}
}
module.exports = myModuleB;
(function (root, factory) {
if (typeof define === 'function' && define.amd) {
// AMD
define(['myModule', 'myOtherModule'], factory);
} else if (typeof exports === 'object') {
// CommonJS
module.exports = factory(require('myModule'), require('myOtherModule'));
} else {
// Browser globals (Note: root is window)
root.returnExports = factory(root.myModule, root.myOtherModule);
}
}(this, function (myModule, myOtherModule) {
// Methods
function notHelloOrGoodbye(){}; // A private method
function hello(){}; // A public method because it's returned (see below)
function goodbye(){}; // A public method because it's returned (see below)
// Exposed public methods
return {
hello: hello,
goodbye: goodbye
}
}));
import { method1 } from './moduleA.js';
method1("hello");
export let method2 = function() {
console.log("Method 2");
}
Organización del código JavaScript: módulos
¿AMD, CommonJS, UMD, ES6?
Compatibilidad de los módulos ES6 en navegadores
¡Webpack!
TypeScript usa la sintaxis ES6
TS -> ES5 -> webpack -> bundle -> browser =
Angular CLI
ES6
let y const
Template literals
for ... of
Funciones
Parámetros opcionales
Función arrow:
(parámetros) => expresión_devuelta;ES6
Operador spread
Parámetros en funciones
Enviar varios parámetros a partir de un array
push y unshift
Intercalar un array dentro de otro
Copiar un array en otro
Copiar un objeto en otro
ES6
Clases
Propiedades y métodos
Getters y setters
Propiedades y métodos estáticos
Herencia con extends y super()
ES6
Módulos
import
import { literal } from 'ruta_modulo';Programación funcional con arrays
Métodos:
map
filter
reduce
find
Encadenamiento
TypeScript
Superconjunto de JavaScript
Transpila a ES5
Tipado
Errores en tiempo de compilación
tsc
tsconfig.json
TypeScript
Tipos básicos:
number
string
boolean
Array
any
void
Enum
Union types
Genéricos
TypeScript
Funciones
Sin flexibilidad en el número de parámetros
Parámetros opcionales
Clases
Propiedades fuera del constructor
Visibilidad de los miembros
Modificador readonly
Propiedades estáticas
Interfaces
Métodos abstractos
TypeScript
Decoradores (@)
Primeros pasos
ng new para generar la app
ng serve -o para ejecutarla y verla en el navegador
Entornos dev y prod
Módulos, componentes y vistas
Archivos de configuración
Esqueleto de una pieza en Angular
clase =>
=> clase exportada =>
=> clase exportada y decorada =>
=> dependencias
Examinando un componente
Metadata
selector
template / templateUrl
styles / styleUrls
Examinando un template
Custom elements
Data binding
Interpolation
Property binding
Class & style binding
Event binding
Two-way binding
Examinando un template
Directivas de atributo
ngClass
ngStyle
Directivas estructurales
ngIf
ngFor
ngSwitch
Pipes
@Pipe, PipeTransform
Servicios
Dependency Injection
Injectable()
Proveedores
Singleton
Formularios
[(ngModel)]: Two-way binding
ngForm, ngModel y ngSubmit
Variables de template con #
Validaciones: los diferentes estados
Resetear los estados
Template driven y Reactive forms
Conexiones con el servidor
Asincronía
Observables
Suscripciones
API REST
El módulo HttpClientModule
Módulo HttpClientModule y servicio HttpClient
Métodos del servicio HttpClient:
get(), post(), put(), patch(), delete()
Navegación por la app
El router
Las rutas
Parámetros: los observables paramMap, queryParamMap y data de ActivatedRoute
Página por defecto
404
Guards
El RouterOutlet
Links de navegación: routerLink y routerLinkActive
router.navigate()
History API
El servicio Title
Despliegue a producción
Pruebas con ng build
ng build:
--prod: código optimizado para producción
--build-optimizer: más optimización
--base-href=: cambia el directorio base
--sourcemaps: genera los source maps
Links