Shortening JavaScripts with Math
I just went through an exercise for a DOM scripting course with the YUI and had the task to write a function that takes any element and centers it at the current cursor position. I also wanted to make sure that the displayed object never causes scrollbars or gets cut off when the cursor is too high up the document.
Getting the size of the object and the browser constraints was easy with the YUI. I sent the object as o and e is the event:
var size = YAHOO.util.Dom.getRegion(o);
var oHeight = size.bottom - size.top;
var oWidth = size.right - size.left;
var screen = [YAHOO.util.Dom.getViewportWidth(), YAHOO.util.Dom.getViewportHeight()];
var curpos = [YAHOO.util.Event.getPageX(e), YAHOO.util.Event.getPageY(e)]
Now I had the problem of keeping the values in the constrains. Centering the element was easy, you just substract half of the height from the vertical position and half of the width from the vertical cursor position.
var x = curpos[0]- oWidth/2;
var y = curpos[1]- oHeight/2;
I then had to compare both with their constraints and set them to the appropriate values, which was a lot of if statements:
if(x < 0){
x =0;
}
if(x + oWidth > screen[0]){
x = screen[0] - oWidth;
}
if(y < 0){
y =0;
}
if(y + oHeight > screen[1]){
y = screen[1] - oHeight;
}
clunky, and I shortened it using the ternary notation:
var x = curpos[0] - oWidth/2;
x = x < 0 ? 0 : x;
x = x + oWidth > screen[0] ? screen[0]-oWidth : x;
var y = curpos[1] - oHeight/2;
y = y < 0 ? 0 : y;
y = y + oHeight > screen[1] ? screen[1]-oHeight : y;
lt felt terrible. I then remembered the Math object in JavaScript and that it has two methods that are terribly useful in this case: min() and max(). Both return a value that is either the smaller or the larger value, which means you can use it to constrain a value to a certain range. Using Math, the whole logic can be done in two lines of code:
var x = Math.min(Math.max(curpos[0] - oWidth/2, 0), screen[0] - oWidth);
var y = Math.min(Math.max(curpos[1] - oHeight/2 ,0), screen[1] - oHeight);
That is not the end of it, though. If you know that you should get back a number, you can use max() to normalize browser differences, like the Dom utility of the YUI does:
var scrollTop=Math.max(doc.documentElement.scrollTop,doc.body.scrollTop);
This works around the MSIE issue of reporting different values for scrollTop depending on which rendering mode you are in.


June 29th, 2007 at 7:07 am
July 10th, 2007 at 6:23 pm
June 28th, 2007 at 9:19 pm
Wow! Very, very elegant (and smart) use of math to avoid unsightly if/else statements. This one’s a definite keeper.
June 28th, 2007 at 10:49 pm
Very nice! That definitely keeps things neat and tidy and eliminates the conditional statements over several lines.
Nice work!
June 28th, 2007 at 11:38 pm
That’s pretty cool, but I think there’s something to be said for keeping your code clearly legible too
June 29th, 2007 at 10:45 am
I would say the x/y example is more legible using min/max and the scrollTop example only takes a couple of seconds to work out what’s going on. Neat stuff.
June 29th, 2007 at 2:45 pm
I’ve been using this technique in a jQuery plugin I wrote a few months ago. When I first thought of it I was surprised so few people used it as a quick and elegant range limiting equation.
June 30th, 2007 at 2:43 am
I like it. Even if you add a big ‘ol two line comment in there, it’s still shorter and nicer. Math is cool.
July 3rd, 2007 at 8:28 pm
As an oldschool C-Programmer, i also love the ternary operator very much and use it very often.
Unfortunately, there are some recommendations out not to use it because most programmers do not know this and you can generate unreadable code especially if you nest ternary operators :-)
I also think your math logic ist best, but you have to have even more knowledge about the functions and stuff …
September 12th, 2007 at 11:40 am
I have been using this technique from long time..and iam really liking it…
Cheers,
Suma valluru