Notes for developers These notes are collected by Heikki, mostly from skype chats with Wolfram and Mike. I collected them for my own use, but I hope they will turn out to be helpful to anyone who needs to get started with mkws. Libraries --------- * We are using jquery as a browser indepent layer to access the dom, so we don't have to worry about IE bugs. Wolfram looked why we are using jquery.json-2.4.js ... it turns out we needed it because the standard functions in IE8 are broken. * jasmine is a test framework (mkws dev). you will not use jasmine in a production site. the nice thing with the jasmine test framework is that it will work with any browser. I can start a virtual machine with IE8, open the test page, wait 3 seconds for success and shutdown windows. * handlebar is a template engine Include files ------------- The whitepaper says to include mkws-complete.js. This file is made by concatenating a number of files (see Makefile). For us developers, it is easier to include the raw files, as in You can also include the css directly in your test page: Most (all?) code work happens in mkws.js. Unit tests ---------- if you want understand the test than you can look at mkws/test/spec/mkws-config.js and mkws/test/spec/mkws-pazpar2.js . See also mkws/test/README.txt Structure of mkws.js -------------------- (This will soon be out of date, but should provide some kind of starting point even then) First page is just helper functions for the Handlebars template library, which we use to generate some of the HTML output. (Down the line, we will use this more heavilty -- right now it's only used for records). Then we define the mkws object, which contains all global state -- which hopefully there is not much of. It is one of only two objects we place in the global namespace: the other is mkws_config, which is a hash supplied by the application if it wants to override default configs. Next is a very short function defined to allow us to publish and subscribe events. That is not yet used: shifting much of the code to do so is a big part of what I am working on right now. Next, a very short stanza of code that just makes sure mkws_config is defined: simple applications won't bother to define it at all since they override node of the defaults. Next, a factory method for making widget objects. At present this is trivial because we are only now starting to need a representation of individual widgets as JS objects. More of the functionality will get moved into these objects over the next week. Next, a factory method for making widget-team objects. This is where all the awesomeness is at the moment. A team is a bunch of widgets that work together to achieve a common goal, e.g. the search-box, search-button and results-pane widgets. HTML elements are defined as belonging to the same team if they have an mkwsTeam_NAME class for the same NAME. You can have multiple teams (as in two-teams.html that I linked to earlier) which are completely independent of each other. I guess you're familiar with the JS idiom where the factory function for a kind of object also acts as a namespace where all the object's member-variables live, invisible to the outside world? That's what we do here. All the member variables have names of the form m_NAME. Now I sugges you skip over all the team-object code for now -- we'll return to it later. For now, page down to "// wrapper to call team() after page load" which is the next thing after the end of that function (or class, if you like). You're familiar with this JS idiom? (function() { code ... })(); Runs the code immediately, but within its own namespace. That's what we do for all the remaining code in mkws.js. In this case, we pass the jQuery object into that namespace under the name `j' for reasons that are frankly opaque to me. There's still a few places in the code where oddities live on, either from jsdemo or from work Wolfram's done, where I don't really understand why it's that way but I'm scared to change it. In this case, IIRC, it's something to do with protecting our copy of the jQuery object, or something. Aaanyway, within that namespaced area, where's what we do. First, we set up the mkws.debug() function, which just logs to the console in a form that doesn't explode IE. I have plans for this function, make it understand debugging levels a bit like log4j or maybe more like yaz-log where there are named logging types that are not in a sequence. (You will notice that the teams have a debug() function which delegates to this but adds some other useful team-specific stuff.) Next up: the utility function mkws.handle_node_with_team(). We use a LOT of nodes that have their team-name in a class (as in "mkwsTeam_NAME" outlined above). All the utility does is parse out that team-name, and the widget-type, from the classes, and pass them through to the callback. mkws.resize_page() does what it says. Gets called when window-size changes, and allows us to move the facers to the side or the bottom as the screen is wide or narrow (e.g. when you turn your iPad 90 degrees) (Aside: I thought we'd have to iterate over all teams to move their facet lists but it turns out we don't: jQuery just Does The Right Thing if you call $(".mkwsTermlistContainer1").hide(); or similar and there are multiple hits.) Next come a bunch of JS functions that are invoked from the MKWS UIs -- swithching between target and record views, stepping through pages of results, etc. All of these are team-specific, but the global code in the HTML can't invoke a team's member function directly. So these stub functions just invoke the relevant member of the appropriate team. default_mkws_config() fills in the mkws_config structure from hardwired defaults. This is the wrong way round: instead, whenever we want to find a config value, we should default our way up a tree, starting with the individual widget's config, falling back to the team's config if the widget doesn't define that value, then the global config, and finally the default. I'll make that change once widget objects are fully real. authenticate_session() authenticates onto the SP when we're using it (rather than raw pp2). It's a bit sellotape-and-string, to be honest, just does a wget. It would be better if this was supported by pz2.js run_auto_searches() is what makes pages like http://example.indexdata.com/auto3.html work. THere are two places it's invoked from. Either directly when all the HTML has been set up if we're using raw pp2; or when SP authentication has been completed if we're using that. As with the UI functions, it just delegates down into the teams. Finally, code that runs when the page has finished loading -- this is really the main() function The first thing it does is patch up the HTML so that old-style MKWS apps work using new-style elements. This is the code you just fixed. Straight after that, more fixup: elements that have an mkws* class but no team are given an extra class kwsTeam_AUTO. This is the ONLY thing that's special about the team "AUTO" -- it has no other privileges. Very near the end now: we walk through all nodes with an mkws* class, and create the team and widget objects using the factories we described earlier. Jason is worried this will be slow, hence the instrumentation. It's not :-) Last of all: start things off! SP-auth if used, otherwise straight to the auto-searches.