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README
GPL-2.0

utils-lib-js

介绍

JavaScript 工具函数,封装的一些常用的 js 函数

调试说明

  1. pnpm build(构建)
  2. pnpm debug(调试源码)
  3. 在 esm,cjs,window 环境下导入该工具库

参与贡献

  1. Fork 本仓库
  2. Star 仓库
  3. 提交代码
  4. 新建 Pull Request

使用说明

安装

npm install utils-lib-jsyarn add utils-lib-jspnpm install utils-lib-js

引入

ESM

import { defer, messageCenter, TaskQueue, Request } from "utils-lib-js";

CJS

const { defer, messageCenter, TaskQueue } = require("utils-lib-js");

浏览器中

<script src="./node_modules/utils-lib-js/dist/umd/index.js"></script>
<script>
  console.log(UtilsLib);
</script>

TS 接口注释

参照 https://gitee.com/DieHunter/utils-lib-js/blob/master/src/types.ts

代码演示

base 模块

1. randomNum(min: number, max: number, bool?: boolean): number

生成指定范围内的随机整数。

  • min: 最小值(包含)。
  • max: 最大值(包含)。
  • bool: 是否包含最大值,默认为 false
const randomNumber = randomNum(1, 10);
console.log(randomNumber); // 生成一个介于 1 到 10 之间的随机整数
2. urlSplit(url: string): object

将 URL 查询参数解析为对象。

  • url: 包含查询参数的 URL。
const url = "https://example.com/path?param1=value1&param2=value2";
const params = urlSplit(url);
console.log(params);
// 输出: { param1: 'value1', param2: 'value2' }
3. urlJoin(url: string, query: object): string

将对象转换为 URL 查询参数,并与原始 URL 连接。

  • url: 原始 URL。
  • query: 包含查询参数的对象。
const url = "https://example.com/path";
const query = { param1: "value1", param2: "value2" };
const newUrl = urlJoin(url, query);
console.log(newUrl);
// 输出: https://example.com/path?param1=value1&param2=value2
4. getType(data: any): string

获取数据的类型。

  • data: 要检查的数据。
const dataType = getType("Hello, World!");
console.log(dataType); // 输出: string
5. getTypeByList(data: any, whiteList: string[]): boolean

检查数据类型是否在白名单内。

  • data: 要检查的数据。
  • whiteList: 允许的数据类型列表。
const data = 42;
const allowedTypes = ["number", "string"];
const isTypeAllowed = getTypeByList(data, allowedTypes);
console.log(isTypeAllowed); // 输出: true
6. toKebabCase(camelCase: string, separator: string = "-"): string

驼峰式命名转换为连字符式命名

  • camelCase: 驼峰式变量
  • separator: 分隔符
const camelCase = "fontSize";
const kebabCase = toKebabCase(camelCase);
console.log(kebabCase); // 输出: font-size

object 模块

1. getValue(object: object, key: string, defaultValue: any = ''): any

获取对象中指定路径的值。

  • object: 目标对象。
  • key: 要获取的值的路径。
  • defaultValue: 默认值,当路径不存在时返回。
const obj = { a: { b: { c: 42 } } };
const value = getValue(obj, "a.b.c", "default");
console.log(value); // 输出: 42
2. setValue(object: object, key: string, value: any = {}): object

设置对象中指定路径的值。

  • object: 目标对象。
  • key: 要设置的值的路径。
  • value: 要设置的值。
const obj = { a: { b: { c: 42 } } };
setValue(obj, "a.b.d", "new value");
console.log(obj); // 输出: { a: { b: { c: 42, d: 'new value' } } }
3. mixIn(target: object, source: object = {}, overwrite: boolean = false): object

将源对象的属性混入目标对象中。

  • target: 目标对象。
  • source: 源对象。
  • overwrite: 是否覆盖已存在的属性,默认为 false
const target = { a: 1 };
const source = { b: 2 };
const result = mixIn(target, source);
console.log(result); // 输出: { a: 1, b: 2 }
4. enumInversion(target: object): object

反转枚举对象的键值对。

  • target: 要反转的枚举对象。
const enumObj = { key1: "value1", key2: "value2" };
const invertedEnum = enumInversion(enumObj);
console.log(invertedEnum); // 输出: { value1: 'key1', value2: 'key2' }
5. isNotObject(source: any, type: string): boolean

检查值是否为非对象类型。

  • source: 要检查的值。
  • type: 数据类型。
const result = isNotObject(42, "number");
console.log(result); // 输出: false
6. cloneDeep(target: any): any

深度克隆对象。

  • target: 要克隆的对象。
const obj = { a: { b: { c: 42 } } };
const clonedObj = cloneDeep(obj);
console.log(clonedObj); // 输出: { a: { b: { c: 42 } } }
7. createObjectVariable(type: string, source: object = {}): object

根据类型创建特定类型的对象。

  • type: 要创建的对象类型。
  • source: 初始化对象的数据。
const array = createObjectVariable("array", [1, 2, 3]);
console.log(array); // 输出: [1, 2, 3]
8. createObject(source: object): object

使用原型链创建对象。

  • source: 原型对象。
const protoObj = { a: 1 };
const newObj = createObject(protoObj);
console.log(newObj.a); // 输出: 1
9. inherit(source: object, target: function): function

继承原型链。

  • source: 父对象的原型链。
  • target: 子对象的构造函数。
function Parent() {}
Parent.prototype.method = function () {
  console.log("Hello from parent");
};

function Child() {}
inherit(Parent, Child);
const childInstance = new Child();
childInstance.method(); // 输出: Hello from parent
10. getInstance(classProto: function, overwrite: boolean = false, ...params: any[]): object

获取类的单例实例。

  • classProto: 类的原型链。
  • overwrite: 是否覆盖已存在的实例,默认为 false
  • params: 类构造函数的参数。
class Singleton {
  constructor(name) {
    this.name = name;
  }
}

const instance1 = getInstance(Singleton, false, "Instance 1");
const instance2 = getInstance(Singleton, true, "Instance 2");

console.log(instance1 === instance2); // 输出: false
11. classDecorator(params: object): ClassDecorator

为类添加装饰器。

  • params: 要添加的属性和方法。
@classDecorator({
  additionalMethod: function () {
    console.log("Additional method");
  },
})
class DecoratedClass {}

const instance = new DecoratedClass();
instance.additionalMethod(); // 输出: Additional method
12. stringToJson(target: string): object | null

将 JSON 字符串转换为对象。

  • target: 要转换的 JSON 字符串。
const jsonString = '{"key": "value"}';
const jsonObject = stringToJson(jsonString);
console.log(jsonObject); // 输出: { key: 'value' }
13. jsonToString(target: any): string

将对象转换为 JSON 字符串。

  • target: 要转换的对象。
const obj = { key: "value" };
const jsonString = jsonToString(obj);
console.log(jsonString); // 输出: '{"key":"value"}'
14. isWindow(win: any): boolean

检查是否是浏览器窗口。

  • win: 要检查的对象。
const isBrowserWindow = isWindow(window);
console.log(isBrowserWindow); // 输出: true
14. emptyObject(init: IObject): object

创建原型为空的对象。

  • init: 初始化对象。
const o = emptyObject({ name: "hunter" });
const o2 = { name: "hunter" };
console.log(o.__proto__, o2.__proto__); // 输出: undefined, [Object: null prototype] {}
15. isEmptyObject(object: IObject<unknown>): boolean

判断是否是空对象

  • object: 目标对象。
const o = isEmptyObject({ name: "阿宇" });
const o2 = isEmptyObject({});
console.log(o, o2); // 输出: false true

array 模块

1. arrayRandom(arr: any[]): any[]

对数组进行随机排序。

  • arr: 要排序的数组。
const originalArray = [1, 2, 3, 4, 5];
const randomizedArray = arrayRandom(originalArray);
console.log(randomizedArray);
// 输出: 一个随机排序的数组
2. arrayUniq(arr: any[]): any[]

从数组中移除重复的元素。

  • arr: 要处理的数组。
const arrayWithDuplicates = [1, 2, 2, 3, 4, 4, 5];
const uniqueArray = arrayUniq(arrayWithDuplicates);
console.log(uniqueArray);
// 输出: 移除重复元素后的数组
3. arrayDemote(arr: IDemoteArray<any>, result: any[] = []): any[]

将多层嵌套的数组降维。

  • arr: 要降维的数组。
  • result: 用于存储结果的数组,默认为空数组。
const nestedArray = [1, [2, [3, [4]], 5]];
const demotedArray = arrayDemote(nestedArray);
console.log(demotedArray);
// 输出: 降维后的数组 [1, 2, 3, 4, 5]
4. arrayLoop(list: any[], current?: number): { item: any; current: number }

遍历数组中的元素,并返回当前元素及其索引。

  • list: 要遍历的数组。
  • current: 当前元素的索引,默认为 0。
// 每次调用arrayLoop函数时,current将加 1,并取模数组长度,以循环到数组的开始。
const list = ["元素1", "元素2", "元素3", "元素4", "元素5"];
// 模拟循环多次
let c = 0;
Array(10)
  .fill("")
  .forEach(() => {
    const { item, current } = arrayLoop(list, c);
    c = current;
    console.log(item, c); // 1,2,3,4,0,1,2,3,4,0
  });

function 模块

1. throttle(fn: Function, time: number): Function

限制函数在指定时间内的调用频率。

  • fn: 要执行的函数。
  • time: 时间间隔(毫秒)。
const throttledFunction = throttle(
  () => console.log("Throttled function called!"),
  1000
);
throttledFunction(); // 只有在 1 秒后才会执行
2. debounce(fn: Function, time: number): Function

限制函数在指定时间内的连续调用。

  • fn: 要执行的函数。
  • time: 时间间隔(毫秒)。
const debouncedFunction = debounce(
  () => console.log("Debounced function called!"),
  1000
);
debouncedFunction(); // 在 1 秒内多次调用,只有最后一次会执行
3. defer(timer: number = 0): { promise: Promise<void>, resolve: Function, reject: Function }

创建一个扁平化的 Promise 延迟对象,可以设置在一定时间后超时。

  • timer: 超时时间(毫秒),默认为 0。
const deferFn = () => {
  const { resolve, promise } = defer();
  setTimeout(() => resolve("success"), 500);
  return promise;
};
const delayFn = () => {
  const { promise } = defer(1000);
  return promise;
};
deferFn().then(console.log); // 延迟输出
delayFn().catch(console.error); // 超时输出
4. catchAwait(defer: Promise<any>): Promise<[Error | null, any]>

捕获异步操作的错误并返回 [Error, null][null, result]

  • defer: 异步操作的 Promise 对象。
const asyncOperation = new Promise((resolve, reject) => {
  // 模拟异步操作
  setTimeout(() => {
    reject(new Error("Something went wrong!"));
  }, 1000);
});

const [error, result] = await catchAwait(asyncOperation);
console.log(error); // 输出: Error: Something went wrong!
console.log(result); // 输出: null
5. requestFrame(callback: (timestamp: number) => void, delay?: number): () => void

在浏览器和 Node.js 环境中使用的自定义帧回调函数(类似 setinterval)

  • callback: 每一帧中要执行的回调函数,接收一个参数 timestamp 表示当前时间戳。
  • delay(可选): 每次执行回调函数之间的时间间隔(毫秒),默认为 0。
let count = 0;
const clear = requestFrame(() => {
  console.log(count);
  count++;
  if (count === 5) {
    clear(); // 取消执行
  }
}, 1000);

element 模块

1. createElement(options: { ele?: string | HTMLElement, style?: object, attr?: object, parent?: HTMLElement }): HTMLElement

创建并返回一个 HTML 元素。

  • ele: 元素类型或已存在的 HTMLElement 对象,可选,默认为 'div'。
  • style: 元素的样式对象,可选。
  • attr: 元素的属性对象,可选。
  • parent: 元素的父级元素,可选。
const options = {
  ele: "div",
  style: { color: "blue", fontSize: "16px" },
  attr: { id: "myElement", className: "custom-class" },
  parent: document.body,
};

const createdElement = createElement(options);
// 在 body 中创建一个带有样式和属性的 div 元素

event 模块

1. addHandler(ele: HTMLElement, type: string, handler: EventListener): void

为元素添加事件监听器。

  • ele: 目标元素。
  • type: 事件类型。
  • handler: 事件处理函数。
const button = document.getElementById("myButton");
const handleClick = () => console.log("Button clicked!");
addHandler(button, "click", handleClick);
2. stopBubble(event: Event): void

阻止事件冒泡。

  • event: 事件对象。
const handleClick = (event) => {
  console.log("Button clicked!");
  stopBubble(event);
};
3. stopDefault(event: Event): void

阻止事件的默认行为。

  • event: 事件对象。
const handleFormSubmit = (event) => {
  console.log("Form submitted!");
  stopDefault(event);
};
4. removeHandler(ele: HTMLElement, type: string, handler: EventListener): void

移除元素的事件监听器。

  • ele: 目标元素。
  • type: 事件类型。
  • handler: 要移除的事件处理函数。
const button = document.getElementById("myButton");
const handleClick = () => console.log("Button clicked!");
addHandler(button, "click", handleClick);
// 其他操作...
removeHandler(button, "click", handleClick);
5. dispatchEvent(ele: HTMLElement, data: any): void

触发自定义事件。

  • ele: 目标元素。
  • data: 自定义事件的数据。
const customEvent = new CustomEvent("customEvent", {
  detail: { key: "value" },
});
const targetElement = document.getElementById("myElement");
dispatchEvent(targetElement, customEvent);

storage 模块

1. setStorage(key: string, val: any): void

将值存储到本地存储中。

  • key: 存储的键名。
  • val: 要存储的值。
const userData = { username: "john_doe", email: "john@example.com" };
setStorage("user_data", userData);
2. getStorage(key: string): any

从本地存储中获取值。

  • key: 要获取的键名。
const storedUserData = getStorage("user_data");
console.log(storedUserData);
// 输出: { username: 'john_doe', email: 'john@example.com' }
3. clearStorage(key?: string): void

清除本地存储中的值。

  • key: 可选,要清除的键名。如果未提供键名,则清除所有存储。
clearStorage("user_data"); // 清除特定键名的存储值
// 或者
clearStorage(); // 清除所有本地存储的值

log 模块

1. logOneLine(str: string, overwrite: boolean = false, wrap: boolean = true): void

在一行中输出日志。

  • str: 要输出的字符串。
  • overwrite: 是否覆盖当前行,默认为 false
  • wrap: 是否在输出后换行,默认为 true
logOneLine("This is a single line log message.");
2. logLoop(opts?: { loopList?: string[], isStop?: boolean, timer?: number, index?: number }): { loopList?: string[], isStop?: boolean, timer?: number, index?: number }

在控制台中输出循环动画。

  • opts: 可选参数对象,包含以下属性:
    • loopList: 动画字符列表,默认为 ['\\', '|', '/', '—', '—']
    • isStop: 是否停止循环,默认为 false
    • timer: 动画切换的时间间隔(毫秒),默认为 100
    • index: 当前动画字符的索引,默认为 0
logLoop(); // 启动默认循环动画
// 或者
logLoop({ loopList: ["-", "+", "-", "+"], timer: 200 }); // 启动自定义循环动画

animation 模块

1. class AnimateFrame

提供帧动画的类。

  • start(duration?: number): void: 启动帧动画,可选参数 duration 为帧数控制。
  • stop(): void: 停止帧动画。
const animateFrame = new AnimateFrame((timestamp) => {
  // 在此处更新动画状态
  console.log("AnimationFrame callback:", timestamp);
});

animateFrame.start(60); // 启动帧动画,每秒 60 帧
// 其他操作...
animateFrame.stop(); // 停止帧动画
2. quadraticBezier(_x: number, _y: number, t: number): [number, number]

计算二次贝塞尔曲线上的点坐标。

  • _x: 控制点 1 x 坐标。
  • _y: 控制点 1 y 坐标。
  • t: 时间参数,取值范围 [0, 1]。
const result = quadraticBezier(0, 0, 1, 1, 0.5);
console.log(result);
// 输出: [0.75, 0.75]
3. cubicBezier(_x1: number, _y1: number, _x2: number, _y2: number, t: number): [number, number]

计算三次贝塞尔曲线上的点坐标。

  • _x1: 控制点 1 x 坐标。
  • _y1: 控制点 1 y 坐标。
  • _x2: 控制点 2 x 坐标。
  • _y2: 控制点 2 y 坐标。
  • t: 时间参数,取值范围 [0, 1]。
const result = cubicBezier(0, 0, 0.5, 1, 0.5);
console.log(result);
// 输出: [0.375, 0.625]
4. factorial(n: number): number

计算阶乘。

  • n: 非负整数。
const result = factorial(5);
console.log(result);
// 输出: 120
5. combination(n: number, k: number): number

计算组合数。

  • n: 总数。
  • k: 选择的个数。
const result = combination(5, 2);
console.log(result);
// 输出: 10
6. NBezier(points: number[][], t: number): [number, number]

计算 N 次贝塞尔曲线上的点坐标。

  • points: 控制点数组,每个点是一个二阶数组。
  • t: 时间参数,取值范围 [0, 1]。
const points = [
  [0, 0],
  [1, 1],
  [2, 0],
];
const result = NBezier(points, 0.5);
console.log(result);
// 输出: [1.5, 0.75]

event-message-center

https://gitee.com/DieHunter/message-center

task-queue-lib

https://gitee.com/DieHunter/task-queue

js-request-lib

https://gitee.com/DieHunter/js-request-lib

timer-manager-lib

https://gitee.com/DieHunter/timer-manager-lib

js-log-lib

https://gitee.com/DieHunter/js-log-lib

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The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. <one line to give the program's name and a brief idea of what it does.> Copyright (C) <year> <name of author> This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. <signature of Ty Coon>, 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License.

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JavaScript工具函数,封装的一些常用的js函数 展开 收起
TypeScript 等 2 种语言
GPL-2.0
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