jQuery outerHTML Snippet

outerHTML is a property that is provided by Internet Explorer that returns the full HTML of an element (including start and end tags). In jQuery, the html() function returns the innerHTML of an element, which is just the HTML inside the element (not including the start and end tags).

There came a time that I wanted to get the outerHTML of an element, and I found that Brandon Aaron shared a jQuery code snippet that does this exactly. It does the trick for most cases, but there was one problem that I ran into. I wanted to get the outerHTML of an element inside of an iframe, and I got a 'Permission Denied' error in Internet Explorer.

The problem was that it was appending an element belonging to the iframes 'contentDocument' into an element belonging to the global 'document' element.

Using the jQuery(html, ownerDocument) overload of the jQuery core function, this error was fixed:

$.fn.outerHTML = function() {
    var doc = this[] ? this[].ownerDocument : document;
    return $('<div>', doc).append(this.eq().clone()).html();
};

Extending jQuery to Select ASP Controls

One thing that has always been annoying about programming JavaScript in an ASP.NET Web Forms environment is that the ID attribute of HTML controls rendered out from ASP controls is unpredictable.

  <asp:TextBox runat="server" ID="txtPhoneNumber" />

renders out as something like:

<input type="text" id="ctl00_ctl00_ctl00_main_Content_txtPhoneNumber"
    name="ctl00$ctl00$ctl00$main$Content$txtPhoneNumber" />

I did a write up over on the LANIT development blog about a solution to this problem using jQuery.

Check out the post for more details, but here is the function:

jQuery.expr[':'].asp = function(elem, i, match) {
  return (elem.id && elem.id.match(match[3] + "$"));
};

$(":asp(txtPhoneNumber)").keyup(...);

A* Search Algorithm in JavaScript

Note that this code has been updated. I have an updated blog post detailing what changed. The new source code is available at https://github.com/bgrins/javascript-astar, and the code as of the original post is still available here: https://github.com/bgrins/javascript-astar/tree/0.0.1/original-implementation

View the online demo

I first implemented the A* algorithm for a research group I was in through school (Computer Graphics and Image Understanding). A* is a best-first, graph search algorithm. Some basic information can be found on the Wikipedia page for A* and the external links contained in it. Please refer to that page for general reference about the algorithm, I will simply explain in my own words how it works and how I got it working.

A* algorithm in JavaScript

A* algorithm in JavaScript

Why JavaScript?

Because it was easy to deploy!

Since I know JavaScript pretty well, and most of the examples you can find are in C, Java or a similar language that you cannot run without downloading source code or executables, I thought it would be a good idea to program it on an html page. This way, people could see what was going on and view the source very easily by using the online demo.

My hope was to build a page that could be extended with other search algorithms by separating the UI code (that generates a graph with walls and animates the path that is determined by an algorithm), and the algorithm that finds the path. Maybe I will get around to plugging in some more algorithms sometime and making it into a little resource for graph search algorithms.

How?

search.html

Just a basic html file that includes jQuery, the excellent JavaScript library, main.css, graph.js, and astar.js. Also, I have a JavaScript block that initializes the page.

graph.js

The point of this file is to build the graph, call the search function, and animate the results after the search has returned. It also has an option to show the debugging information created by the search algorithm. I won't get too into the code here, since it distracts from the search algorithm.

Please take a look at it, be aware that there are some improvements I would make if I was to rewrite this today. There are some performance issues that could be addressed, and It modifies the Array.prototype to add on specific methods (findGraphNode and removeGraphNode) for search algorithms, which may not be ideal for bigger projects. For this little page, I'm not too worried about it, but if I do get around to adding in more algorithms, I will probably improve this code.

astar.js

This is the actual implementation of the algorithm. I will do my best to explain what is going on, but feel free to just look at the source of the example, or just download astar.js.

There are three functions that we keep track of for nodes that we look at:

  • g(x): The total cost of getting to that node (pretty straightforward). If we reach a node for the first time or reach a node in less time than it currently took, then update the g(x) to the cost to reach this node.
  • h(x): The estimated time to reach the finish from the current node. This is also called a heuristic. We online need to update this if it is not set already, since the distance to the finish will not change even if the path we took to arrive at a node changes. Note: There are many different ways to guess how far you are from the end, I use the Manhattan distance in this implementation.
  • f(x): Simply g(x) + h(x). The lower the f(x), the better. Think about it like this: the best node is one that takes the least total amount of time to arrive at and to get to the end. So, a node that took only 1 step to arrive at and 5 to get to the end is more ideal than one that took 10 to arrive and and only 1 to get to the end.

Here is some high level pseudocode of what is happening in the algorithm. Also see the Wikipedia pseudocode for another example.

push startNode onto openList
while(openList is not empty) {
 currentNode = find lowest f in openList
 if currentNode is final, return the successful path
 push currentNode onto closedList and remove from openList
 foreach neighbor of currentNode {
     if neighbor is not in openList {
            save g, h, and f then save the current parent
            add neighbor to openList
     }
     if neighbor is in openList but the current g is better than previous g {
             save g and f, then save the current parent
     }
 }

Here is the JavaScript for the list implementation:

var astar = {
  init: function(grid) {
    for(var x = ; x < grid.length; x++) {
      for(var y = ; y < grid[x].length; y++) {
        grid[x][y].f = ;
        grid[x][y].g = ;
        grid[x][y].h = ;
        grid[x][y].debug = "";
        grid[x][y].parent = null;
      }  
    }
  },
  search: function(grid, start, end) {
    astar.init(grid);
 
    var openList   = [];
    var closedList = [];
    openList.push(start);
 
    while(openList.length > ) {
 
      // Grab the lowest f(x) to process next
      var lowInd = ;
      for(var i=; i<openList.length; i++) {
        if(openList[i].f < openList[lowInd].f) { lowInd = i; }
      }
      var currentNode = openList[lowInd];
 
      // End case -- result has been found, return the traced path
      if(currentNode.pos == end.pos) {
        var curr = currentNode;
        var ret = [];
        while(curr.parent) {
          ret.push(curr);
          curr = curr.parent;
        }
        return ret.reverse();
      }
 
      // Normal case -- move currentNode from open to closed, process each of its neighbors
      openList.removeGraphNode(currentNode);
      closedList.push(currentNode);
      var neighbors = astar.neighbors(grid, currentNode);
 
      for(var i=; i<neighbors.length;i++) {
        var neighbor = neighbors[i];
        if(closedList.findGraphNode(neighbor) || neighbor.isWall()) {
          // not a valid node to process, skip to next neighbor
          continue;
        }
 
        // g score is the shortest distance from start to current node, we need to check if
        //   the path we have arrived at this neighbor is the shortest one we have seen yet
        var gScore = currentNode.g + 1; // 1 is the distance from a node to it's neighbor
        var gScoreIsBest = false;
 
 
        if(!openList.findGraphNode(neighbor)) {
          // This the the first time we have arrived at this node, it must be the best
          // Also, we need to take the h (heuristic) score since we haven't done so yet
 
          gScoreIsBest = true;
          neighbor.h = astar.heuristic(neighbor.pos, end.pos);
          openList.push(neighbor);
        }
        else if(gScore < neighbor.g) {
          // We have already seen the node, but last time it had a worse g (distance from start)
          gScoreIsBest = true;
        }
 
        if(gScoreIsBest) {
          // Found an optimal (so far) path to this node.   Store info on how we got here and
          //  just how good it really is...
          neighbor.parent = currentNode;
          neighbor.g = gScore;
          neighbor.f = neighbor.g + neighbor.h;
          neighbor.debug = "F: " + neighbor.f + "<br />G: " + neighbor.g + "<br />H: " + neighbor.h;
        }
      }
    }
 
    // No result was found -- empty array signifies failure to find path
    return [];
  },
  heuristic: function(pos0, pos1) {
    // This is the Manhattan distance
    var d1 = Math.abs (pos1.x - pos0.x);
    var d2 = Math.abs (pos1.y - pos0.y);
    return d1 + d2;
  },
  neighbors: function(grid, node) {
    var ret = [];
    var x = node.pos.x;
    var y = node.pos.y;
 
    if(grid[x-1] && grid[x-1][y]) {
      ret.push(grid[x-1][y]);
    }
    if(grid[x+1] && grid[x+1][y]) {
      ret.push(grid[x+1][y]);
    }
    if(grid[x][y-1] && grid[x][y-1]) {
      ret.push(grid[x][y-1]);
    }
    if(grid[x][y+1] && grid[x][y+1]) {
      ret.push(grid[x][y+1]);
    }
    return ret;
  }
};

And here is a faster implementation, using a Binary Heap instead of a list. This is a lot faster and also includes the option to search diagonally - 8 directional movement. Head over to the astar graph search project page to get the latest version of the code!

var astar = {
    init: function(grid) {
        for(var x = , xl = grid.length; x < xl; x++) {
            for(var y = , yl = grid[x].length; y < yl; y++) {
                var node = grid[x][y];
                node.f = ;
                node.g = ;
                node.h = ;
                node.cost = 1;
                node.visited = false;
                node.closed = false;
                node.parent = null;
            }
        }
    },
    heap: function() {
        return new BinaryHeap(function(node) {
            return node.f;
        });
    },
    search: function(grid, start, end, diagonal, heuristic) {
        astar.init(grid);
        heuristic = heuristic || astar.manhattan;
        diagonal = !!diagonal;

        var openHeap = astar.heap();

        openHeap.push(start);

        while(openHeap.size() > ) {

            // Grab the lowest f(x) to process next.  Heap keeps this sorted for us.
            var currentNode = openHeap.pop();

            // End case -- result has been found, return the traced path.
            if(currentNode === end) {
                var curr = currentNode;
                var ret = [];
                while(curr.parent) {
                    ret.push(curr);
                    curr = curr.parent;
                }
                return ret.reverse();
            }

            // Normal case -- move currentNode from open to closed, process each of its neighbors.
            currentNode.closed = true;

            // Find all neighbors for the current node. Optionally find diagonal neighbors as well (false by default).
            var neighbors = astar.neighbors(grid, currentNode, diagonal);

            for(var i=, il = neighbors.length; i < il; i++) {
                var neighbor = neighbors[i];

                if(neighbor.closed || neighbor.isWall()) {
                    // Not a valid node to process, skip to next neighbor.
                    continue;
                }

                // The g score is the shortest distance from start to current node.
                // We need to check if the path we have arrived at this neighbor is the shortest one we have seen yet.
                var gScore = currentNode.g + neighbor.cost;
                var beenVisited = neighbor.visited;

                if(!beenVisited || gScore < neighbor.g) {

                    // Found an optimal (so far) path to this node.  Take score for node to see how good it is.
                    neighbor.visited = true;
                    neighbor.parent = currentNode;
                    neighbor.h = neighbor.h || heuristic(neighbor.pos, end.pos);
                    neighbor.g = gScore;
                    neighbor.f = neighbor.g + neighbor.h;

                    if (!beenVisited) {
                        // Pushing to heap will put it in proper place based on the 'f' value.
                        openHeap.push(neighbor);
                    }
                    else {
                        // Already seen the node, but since it has been rescored we need to reorder it in the heap
                        openHeap.rescoreElement(neighbor);
                    }
                }
            }
        }

        // No result was found - empty array signifies failure to find path.
        return [];
    },
    manhattan: function(pos0, pos1) {
        // See list of heuristics: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html

        var d1 = Math.abs (pos1.x - pos0.x);
        var d2 = Math.abs (pos1.y - pos0.y);
        return d1 + d2;
    },
    neighbors: function(grid, node, diagonals) {
        var ret = [];
        var x = node.x;
        var y = node.y;

        // West
        if(grid[x-1] && grid[x-1][y]) {
            ret.push(grid[x-1][y]);
        }

        // East
        if(grid[x+1] && grid[x+1][y]) {
            ret.push(grid[x+1][y]);
        }

        // South
        if(grid[x] && grid[x][y-1]) {
            ret.push(grid[x][y-1]);
        }

        // North
        if(grid[x] && grid[x][y+1]) {
            ret.push(grid[x][y+1]);
        }

        if (diagonals) {

            // Southwest
            if(grid[x-1] && grid[x-1][y-1]) {
                ret.push(grid[x-1][y-1]);
            }

            // Southeast
            if(grid[x+1] && grid[x+1][y-1]) {
                ret.push(grid[x+1][y-1]);
            }

            // Northwest
            if(grid[x-1] && grid[x-1][y+1]) {
                ret.push(grid[x-1][y+1]);
            }

            // Northeast
            if(grid[x+1] && grid[x+1][y+1]) {
                ret.push(grid[x+1][y+1]);
            }

        }

        return ret;
    }
};

Conclusion

This A* search implementation could be used as a component to larger system (like a game - maybe tower defense or puzzle), or just for learning purposes. I have done my best to make the code understandable and to present the concepts in a way that would help someone who has never seen the algorithm before, or someone who is not very familiar with JavaScript.

Feel free to view the demo, or download the latest version of the astar.js file to mess around with it. Check out the javascript-astar project page on Github for the latest code and documentation.

Multipart Form Post in C#

I recently had to access a web API through C Sharp that required a file upload. This is pretty easy if you have an HTML page with a form tag and you want a user to directly upload the file.

<form method="POST" action="http://localhost/" enctype="multipart/form-data">
  File : <input type="file" name="content" size="38" /><br />
  <input type="hidden" name="id" value='fileUpload' />
</form>

However, this is not always a reasonable path to take. Sometimes you may be wanting to access a file that is already in a system and you don't want a new upload. If you are accessing an external API, this is probably always the case. Unfortunately, building this post using C# is not quite as straightforward. I first tried using the WebClient UploadFile method, but it didn't fit my needs because I wanted to upload form values (id, filename, other API specific parameters) in addition to just a file.

So, I needed to roll my own form post. Here is the Multipart Form RFC and the W3C Specification for multipart/form data. After reading these links and searching some forums, here is what I came up with.

Update: This post has gotten a great response from all the readers who have taken the time to comment and contribute. I'd like to take this opportunity to promote a REST Client for .NET, RestSharp. It supports file uploads based on code from this post (which can be seen on github) and has a bunch of other features. I'd recommend reading the rest of the post to figure out what is going on behind the scenes, but you should consider using RestSharp instead for production.
// Implements multipart/form-data POST in C# http://www.ietf.org/rfc/rfc2388.txt
// http://www.briangrinstead.com/blog/multipart-form-post-in-c
public static class FormUpload
{
    private static readonly Encoding encoding = Encoding.UTF8;
    public static HttpWebResponse MultipartFormDataPost(string postUrl, string userAgent, Dictionary<string, object> postParameters)
    {
        string formDataBoundary = String.Format("----------{0:N}", Guid.NewGuid());
        string contentType = "multipart/form-data; boundary=" + formDataBoundary;

        byte[] formData = GetMultipartFormData(postParameters, formDataBoundary);

        return PostForm(postUrl, userAgent, contentType, formData);
    }
    private static HttpWebResponse PostForm(string postUrl, string userAgent, string contentType, byte[] formData)
    {
        HttpWebRequest request = WebRequest.Create(postUrl) as HttpWebRequest;

        if (request == null)
        {
            throw new NullReferenceException("request is not a http request");
        }

        // Set up the request properties.
        request.Method = "POST";
        request.ContentType = contentType;
        request.UserAgent = userAgent;
        request.CookieContainer = new CookieContainer();
        request.ContentLength = formData.Length;

        // You could add authentication here as well if needed:
        // request.PreAuthenticate = true;
        // request.AuthenticationLevel = System.Net.Security.AuthenticationLevel.MutualAuthRequested;
        // request.Headers.Add("Authorization", "Basic " + Convert.ToBase64String(System.Text.Encoding.Default.GetBytes("username" + ":" + "password")));

        // Send the form data to the request.
        using (Stream requestStream = request.GetRequestStream())
        {
            requestStream.Write(formData, , formData.Length);
            requestStream.Close();
        }

        return request.GetResponse() as HttpWebResponse;
    }

    private static byte[] GetMultipartFormData(Dictionary<string, object> postParameters, string boundary)
    {
        Stream formDataStream = new System.IO.MemoryStream();
        bool needsCLRF = false;

        foreach (var param in postParameters)
        {
            // Thanks to feedback from commenters, add a CRLF to allow multiple parameters to be added.
            // Skip it on the first parameter, add it to subsequent parameters.
            if (needsCLRF)
                formDataStream.Write(encoding.GetBytes("\r\n"), , encoding.GetByteCount("\r\n"));

            needsCLRF = true;

            if (param.Value is FileParameter)
            {
                FileParameter fileToUpload = (FileParameter)param.Value;

                // Add just the first part of this param, since we will write the file data directly to the Stream
                string header = string.Format("--{0}\r\nContent-Disposition: form-data; name=\"{1}\"; filename=\"{2}\"\r\nContent-Type: {3}\r\n\r\n",
                    boundary,
                    param.Key,
                    fileToUpload.FileName ?? param.Key,
                    fileToUpload.ContentType ?? "application/octet-stream");

                formDataStream.Write(encoding.GetBytes(header), , encoding.GetByteCount(header));

                // Write the file data directly to the Stream, rather than serializing it to a string.
                formDataStream.Write(fileToUpload.File, , fileToUpload.File.Length);
            }
            else
            {
                string postData = string.Format("--{0}\r\nContent-Disposition: form-data; name=\"{1}\"\r\n\r\n{2}",
                    boundary,
                    param.Key,
                    param.Value);
                formDataStream.Write(encoding.GetBytes(postData), , encoding.GetByteCount(postData));
            }
        }

        // Add the end of the request.  Start with a newline
        string footer = "\r\n--" + boundary + "--\r\n";
        formDataStream.Write(encoding.GetBytes(footer), , encoding.GetByteCount(footer));

        // Dump the Stream into a byte[]
        formDataStream.Position = ;
        byte[] formData = new byte[formDataStream.Length];
        formDataStream.Read(formData, , formData.Length);
        formDataStream.Close();

        return formData;
    }

    public class FileParameter
    {
        public byte[] File { get; set; }
        public string FileName { get; set; }
        public string ContentType { get; set; }
        public FileParameter(byte[] file) : this(file, null) { }
        public FileParameter(byte[] file, string filename) : this(file, filename, null) { }
        public FileParameter(byte[] file, string filename, string contenttype)
        {
            File = file;
            FileName = filename;
            ContentType = contenttype;
        }
    }
}

Here is the code to call the MultipartFormDataPost function with multiple parameters, including a file.

// Read file data
FileStream fs = new FileStream("c:\\people.doc", FileMode.Open, FileAccess.Read);
byte[] data = new byte[fs.Length];
fs.Read(data, , data.Length);
fs.Close();

// Generate post objects
Dictionary<string, object> postParameters = new Dictionary<string, object>();
postParameters.Add("filename", "People.doc");
postParameters.Add("fileformat", "doc");
postParameters.Add("file", new FormUpload.FileParameter(data, "People.doc", "application/msword"));

// Create request and receive response
string postURL = "http://localhost";
string userAgent = "Someone";
HttpWebResponse webResponse = FormUpload.MultipartFormDataPost(postURL, userAgent, postParameters);

// Process response
StreamReader responseReader = new StreamReader(webResponse.GetResponseStream());
string fullResponse = responseReader.ReadToEnd();
webResponse.Close();
Response.Write(fullResponse);

Hopefully this code can help someone, figuring out exactly where to place the boundary and newlines in between form key-value pairs caused a little bit of grief during development. This is some functionality that would be really nice inside of the language library, but it seems like in most languages this is something you end up coding yourself.

C# Tips - Null Coalescing ??

I have always enjoyed using the logical OR operator in JavaScript (||) as an oppurtunity to check for a null-like value, specifically to provide default parameters for functions or to check for existence of a property on a collection. I think they are a great way to make code more concise, and if used well, more readable.

These two functions do the same thing, but the first is shorter and more readable to people who may have to go back and modify it later.

function contentDocument(frame) {
    // If the frame.contentDocument either doesn't exist or is a null
    // value, it will skip to the next value down the line
    return frame.contentDocument ||
        frame.contentWindow.document ||
        frame.document;
}

function contentDocumentVerbose(frame) {
    // This works, but is possibly too verbose for such a simple task
    if (frame.contentDocument) {
        return frame.contentDocument;
    }
    else if (frame.contentWindow) {
        return frame.contentWindow.document;
    }
    else if (frame.document) {
        return frame.document;
    }
}

I was happy to see that C# has a similar feature, the Null Coalescing Operator.

This is nice for the same reasons, and is more readable than the normal ternary operator when simply checking null. Of course, if I am not checking for a null value, but a more complex boolean expression, I will usually use the ternary operator or an if-else block it is more than just a variable assignment or return statement. Anytime I use any extra syntactical feature, it is my hope to make the code more readable.

Anyway, here is an example of the ?? (coalescing) operator contrasted with the ? (ternary) operator.

string APP_DEFAULT = "application/octet-stream";

private string GetContentType(string contentType)
{
    // Nice and readable.  The '??' operator can be very useful.
    string FUNCTION_DEFAULT = null;

    return contentType ?? FUNCTION_DEFAULT ?? APP_DEFAULT;
}

private string GetContentTypeTernary(string contentType)
{
    // This is NOT readable.  Please do not use nested ternary
    // operators... They take too much energy to figure out.
    string FUNCTION_DEFAULT = "text/plain";

    return (contentType != null) ? contentType :
        ((FUNCTION_DEFAULT != null) ? FUNCTION_DEFAULT : APP_DEFAULT);
}