Created
February 21, 2013 11:26
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Inertial: the state that doesn't change instantly. Inertial.set(value, cb, apply) — register intent to change the state to the value. Cb gets called as soon as the state was changed to the value *OR* when the operation failed *OR* when the state did change to another value due to completion of a more recent request. The later requires some clari…
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function inertial(v) { | |
var self = this; | |
self.value = v; | |
var q = null; | |
self.set = function(value, cb, apply) { | |
if (!q && value == v) { | |
process.nextTick(function() { | |
safeCall(cb, null, value); | |
}); | |
} else { | |
if (!q) { | |
process.nextTick(function() { | |
apply(cc); | |
}); | |
} | |
q = {v:value, apply:apply, cb:cb, next:(q && !q.cb ? q.next : q)}; | |
} | |
} | |
function cc(error, value) { | |
var i = q; | |
if (!error) { | |
self.value = v = value; | |
while (i && i.v != value) { | |
i = i.next; | |
} | |
} else { | |
while (i.next) { | |
i = i.next; | |
} | |
} | |
function invoke(i) { | |
if (i) { | |
invoke(i.next); | |
safeCall(i.cb, error, value); | |
} | |
} | |
invoke(i); | |
if (i==q) { | |
q = null; | |
} else { | |
var j = q; | |
while (j && j.next != i) { | |
j = j.next; | |
} | |
if (j) { | |
j.next = null; | |
} | |
q.apply(cc); | |
} | |
} | |
} | |
function safeCall(fn) { | |
if (fn && typeof fn == 'function') { | |
fn.apply(this, Array.prototype.slice.call(arguments, 1)); | |
} | |
} |
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1 1 | |
!2 | |
2 2 | |
!5 | |
3 5 | |
4 5 | |
5 5 |
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test = new inertial(1); | |
[1,2,3,4,5].forEach(function(v) { | |
test.set(v, | |
function(error, value) { | |
console.log(v, value); | |
}, | |
function(cb) { | |
console.log('!'+v); | |
setTimeout(function() { | |
cb(null,v); | |
}, 1000); | |
} | |
); | |
}); |
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