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Mark Nadal edited this page Apr 15, 2017 · 13 revisions

Simple plugins to augment, extend, or modify gun

WARNING: THIS DOCUMENTATION IS LARGELY OUT OF DATE (v0.3.0 not v0.6+), TO SEE MORE UPDATED ONES, CHECK OUT: https://github.com/kristianmandrup/chain-gun

Table of Contents


Tables ↗️


Strip metadata from returned nodes

.live() (to replace .on())

Add the following prior to instantiating Gun:

Gun.chain.live = function(cb, opt){ 
  return this.on(function(val, field){ 
    val = Gun.obj.copy(val);
    delete val._; 
    cb.call(this, val, field); 
  }, opt); 
}

Instead of using .on(), use .live().
For example,

// subscribe to changes to my player bucket
playerNamesDB.on(function(data){

would be:

// subscribe to changes to my player bucket
playerNamesDB.live(function(data){

For more information, see the thread starting at : https://gitter.im/amark/gun?at=566de558187e75ea0e48771e

.value() (to replace .val())

Add the following prior to instantiating Gun:

Gun.chain.value = function(cb, opt){
  return this.val(function(val, field){
    val = Gun.obj.copy(val);
    delete val._;
    cb.call(this, val, field);
  }, opt);
}

Then, instead of using .val(), use .value().
For example,

// subscribe to changes to my player bucket
playerNamesDB.val(function(data){

would be:

// subscribe to changes to my player bucket
playerNamesDB.value(function(data){

For more information, see the thread starting at : https://gitter.im/amark/gun?at=566de558187e75ea0e48771e

Saving/getting images in gun

Gun cannot save dom nodes. That said, you can save a lot of other things, strings included, and image data can be expressed as a string.

Gun.chain.image = function (img) {
  if (!img.src) {
    return this.val(function (src) {
      img.src = src
    });
  }
  var canvas = document.createElement('canvas');
  var ctx = canvas.getContext('2d');
  canvas.width = img.width;
  canvas.height = img.height;
  ctx.drawImage(img, 0, 0, img.width, img.height);
  var data = canvas.toDataURL();
  return this.put(data);
}

Since there is no standard for extracting raw image data, the best way is to render it to a canvas, then read the raw canvas data.

Now you can save your image. Use db.path('example image').image(yourImage). To read it back out again, pass in an image without a .src and the raw data will be loaded onto the empty image.

// writing
var img = find('existingImage')
db.get('images').path('your image').image(img)

// reading
var img = document.createElement('img')
// img.src === undefined
db.get('images').path('your image').image(img)
// img.src === 'data:image/png;base64,iVBO...'

Gun.create() to instantiate without new

Linters will complain if a gun instance is created without the new keyword. You could either use new, or you could use Gun.create([args]).

Gun.create = function () {
  return Gun.apply(this, arguments);
};

Referenced and suggested in issue #6


Using gun for localStorage and peer storage

var me = Gun();                                   // LocalStorage
var gun = Gun('https://gunjs.herokuapp.com/gun'); // peer storage

me.put({"I'm a":'rockstar'}).key('myself');
gun.put({"We're a":'rockband'}).key('myself');

me.get('myself').val();  // Object { _: Object, I'm a: "rockstar" } undefined
gun.get('myself').val(); // Object { _: Object, We're a: "rockband" } undefined

Preventing data synchronization

Supposing your application has user specific data that you don't want to synchronize (for example, a game where you don't want your opponent to know your internal state), you could use this extension to save to localStorage without synchronizing.

Gun.chain.local = function (data, cb, opt) {
  opt = opt || { };
  opt.peers = { };
  return this.put(data, cb, opt)
}

var gun = new Gun().get('example')
gun.path('data').local(private)
gun.path('data').put(synchronized)

note: this should work, but it is still under development.

gun.each

gun.map streams pieces of each node in. To only get the full object, you can use this snippet.

Gun.chain.each = function () {
  var each = this.map();
  return this.val.apply(each, arguments)
}

Usage

gun.get('examples').each(function (example) {
  console.log(example)
})

Storing Dates

Simply store them as the millisecond value:

Gun.chain.date = function (data) {
  if (Gun.fns.is(data)) {
    return this.val(function (val) {
      data.call(this, new Date(val));
    }
  }
  return this.put(data.getTime());
};

Now you can easily save and read dates from gun. Examples:

var date = new Date('Jan 1 2020');
gun.path('now').date(date) // saves the date
gun.path('now').date(function (date) {
  console.log(date instanceof Date) // true
})

The anonymous_put method .put()s a value onto a parent object without the need for a pre-defined key.


CRDT Counter

A simple counter that can run in distributed systems without risking duplication. This is more an example of how gun can be used in distributed settings.

Gun.chain.count = function (num) {
  if (typeof num === 'number') {
    this.path(Gun.text.random()).put(num);
  }
  if (typeof num === 'function') {
    var sum = 0;
    this.map().val(function (val) {
      num(sum += val);
    });
  }
  return this;
};

Example

var db = gun.get('count')
db.count(+5)
db.count(-8)
db.count(function (value) {
  console.log(value) // 5, -3
})
// prints: 5
// prints: -3
db.count(+10)
// prints: 7

Recursively iterate over a tree

You can use this method to recursively map over a document structure.

If you recurse over a huge dataset, you might end up loading the entire thing into memory. Use this method wisely.

Gun.chain.recurse = function (cb, filter) {
  if (!(filter instanceof Object)) {
    filter = {};
  }
  this.val(cb);
  this.map().val(function (data) {
    if (!(data instanceof Object)) {
      return;
    }
    var soul = Gun.is.node.soul(data);
    if (filter[soul]) {
      return;
    }
    filter[soul] = true;
    this.recurse(cb, filter);
  });
  return this;
};

No

Similar to .not but blocks the rest of the chain from running if there is no data. Useful for non-idempotent operations, which causes us to have a big warning: If you are doing updates based off of the conditionality of whether data exists or not, you need to decide what level of certainty is happening!

For instance, if this is just running in the browser which is connected to a single server - then you are probably good. However if you are running this as a federated server that only occasionally syncs with other servers, you might get false positives (where your local server doesn't have the data yet, so it triggers the no condition immediately, but then the other peers "later" discover the data does exist). Just use a different extension if this might be a problem.

// requires gun v0.5.9+
Gun.chain.no = function(cb){
    var gun = this, chain = gun.chain(), flag;
    gun.not(function(a, b, c){
        flag = true;
        if(!cb){ return }
        cb.call(this, a, b, c)
    });
    gun.get(function(at, ev){
        if(flag){ return ev.off() }
        chain._.on('in', at);
    });
    return chain;
}

Example

gun.get('alice').no(function(){
  // if I get called, then nothing below will ever get called.
  // if I do not get called, the others will get called.
}).val(cb).path('pet').on(cb);

This wiki is where all the GUN website documentation comes from.

You can read it here or on the website, but the website has some special features like rendering some markdown extensions to create interactive coding tutorials.

Please feel free to improve the docs itself, we need contributions!

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