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Clean up events chapter

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commit 9b1e95aea2dcc2cff6096862feec3cacaeb78af2 1 parent 65f2cdd
Grant Heaslip authored
Showing with 24 additions and 24 deletions.
  1. +8 −8 book.html
  2. +8 −8 chapters/events.html
  3. +8 −8 chapters/events.md
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16 book.html
@@ -491,11 +491,11 @@ <h3 id="errno">errno</h3>
</div>
<div class='mp'>
<h1>Events</h1>
-<p> The concept of an "event" is crucial to node, and used greatly throughout core and 3rd-party modules. Node's core module <em>events</em> supplies us with a single constructor, <em>EventEmitter</em>.</p>
+<p> The concept of an "event" is crucial to node, and is used heavily throughout core and 3rd-party modules. Node's core module <em>events</em> supplies us with a single constructor, <em>EventEmitter</em>.</p>
<h2 id="Emitting-Events">Emitting Events</h2>
-<p>Typically an object inherits from <em>EventEmitter</em>, however our small example below illustrates the api. First we create an <code>emitter</code>, after which we can define any number of callbacks using the <code>emitter.on()</code> method which accepts the <em>name</em> of the event, and arbitrary objects passed as data. When <code>emitter.emit()</code> is called we are only required to pass the event <em>name</em>, followed by any number of arguments, in this case the <code>first</code> and <code>last</code> name strings.</p>
+<p>Typically an object inherits from <em>EventEmitter</em>, however our small example below illustrates the API. First we create an <code>emitter</code>, after which we can define any number of callbacks using the <code>emitter.on()</code> method, which accepts the <em>name</em> of the event and arbitrary objects passed as data. When <code>emitter.emit()</code> is called, we are only required to pass the event <em>name</em>, followed by any number of arguments (in this case the <code>first</code> and <code>last</code> name strings).</p>
<pre><code>var EventEmitter = require('events').EventEmitter;
@@ -511,9 +511,9 @@ <h2 id="Emitting-Events">Emitting Events</h2>
<h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
-<p>A perhaps more practical use of <code>EventEmitter</code>, and commonly used throughout node is to inherit from it. This means we can leave <code>EventEmitter</code>'s prototype untouched, while utilizing its api for our own means of world domination!</p>
+<p>A more practical and common use of <code>EventEmitter</code> is to inherit from it. This means we can leave <code>EventEmitter</code>'s prototype untouched while utilizing its API for our own means of world domination!</p>
-<p>To do so we begin by defining the <code>Dog</code> constructor, which of course will bark from time to time, also known as an <em>event</em>.</p>
+<p>To do so, we begin by defining the <code>Dog</code> constructor, which of course will bark from time to time (also known as an <em>event</em>).</p>
<pre><code>var EventEmitter = require('events').EventEmitter;
@@ -522,12 +522,12 @@ <h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
}
</code></pre>
-<p>Here we inherit from <code>EventEmitter</code>, so that we may use the methods provided such as <code>EventEmitter#on()</code> and <code>EventEmitter#emit()</code>. If the <code>__proto__</code> property is throwing you off, no worries! we will be touching on this later.</p>
+<p>Here we inherit from <code>EventEmitter</code> so we can use the methods it provides, such as <code>EventEmitter#on()</code> and <code>EventEmitter#emit()</code>. If the <code>__proto__</code> property is throwing you off, don't worry, we'll be coming back to this later.</p>
<pre><code>Dog.prototype.__proto__ = EventEmitter.prototype;
</code></pre>
-<p>Now that we have our <code>Dog</code> set up, we can create .... simon! When simon barks we can let <em>stdout</em> know by calling <code>console.log()</code> within the callback. The callback it-self is called in context to the object, aka <code>this</code>.</p>
+<p>Now that we have our <code>Dog</code> set up, we can create... Simon! When Simon barks, we can let <em>stdout</em> know by calling <code>console.log()</code> within the callback. The callback itself is called in the context of the object (aka <code>this</code>).</p>
<pre><code>var simon = new Dog('simon');
@@ -536,7 +536,7 @@ <h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
});
</code></pre>
-<p>Bark twice a second:</p>
+<p>Bark twice per second:</p>
<pre><code>setInterval(function(){
simon.emit('bark');
@@ -545,7 +545,7 @@ <h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
<h2 id="Removing-Event-Listeners">Removing Event Listeners</h2>
-<p>As we have seen event listeners are simply functions which are called when we <code>emit()</code> an event. Although not seen often we can remove these listeners by calling the <code>removeListener(type, callback)</code> method. In the example below we emit the <em>message</em> "foo bar" every <code>300</code> milliseconds, which has the callback of <code>console.log()</code>. After 1000 milliseconds we call <code>removeListener()</code> with the same arguments that we passed to <code>on()</code> originally. To compliment this method is <code>removeAllListeners(type)</code> which removes all listeners associated to the given <em>type</em>.</p>
+<p>As we have seen, event listeners are simply functions which are called when we <code>emit()</code> an event. We can remove these listeners by calling the <code>removeListener(type, callback)</code> method, although this isn't seen often. In the example below we emit the <em>message</em> "foo bar" every <code>300</code> milliseconds, which has a callback of <code>console.log()</code>. After 1000 milliseconds, we call <code>removeListener()</code> with the same arguments that we passed to <code>on()</code> originally. We could also have used <code>removeAllListeners(type)</code>, which removes all listeners registered to the given <em>type</em>.</p>
<pre><code>var EventEmitter = require('events').EventEmitter;
View
16 chapters/events.html
@@ -1,10 +1,10 @@
<div class='mp'>
<h1>Events</h1>
-<p> The concept of an "event" is crucial to node, and used greatly throughout core and 3rd-party modules. Node's core module <em>events</em> supplies us with a single constructor, <em>EventEmitter</em>.</p>
+<p> The concept of an "event" is crucial to node, and is used heavily throughout core and 3rd-party modules. Node's core module <em>events</em> supplies us with a single constructor, <em>EventEmitter</em>.</p>
<h2 id="Emitting-Events">Emitting Events</h2>
-<p>Typically an object inherits from <em>EventEmitter</em>, however our small example below illustrates the api. First we create an <code>emitter</code>, after which we can define any number of callbacks using the <code>emitter.on()</code> method which accepts the <em>name</em> of the event, and arbitrary objects passed as data. When <code>emitter.emit()</code> is called we are only required to pass the event <em>name</em>, followed by any number of arguments, in this case the <code>first</code> and <code>last</code> name strings.</p>
+<p>Typically an object inherits from <em>EventEmitter</em>, however our small example below illustrates the API. First we create an <code>emitter</code>, after which we can define any number of callbacks using the <code>emitter.on()</code> method, which accepts the <em>name</em> of the event and arbitrary objects passed as data. When <code>emitter.emit()</code> is called, we are only required to pass the event <em>name</em>, followed by any number of arguments (in this case the <code>first</code> and <code>last</code> name strings).</p>
<pre><code>var EventEmitter = require('events').EventEmitter;
@@ -20,9 +20,9 @@ <h2 id="Emitting-Events">Emitting Events</h2>
<h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
-<p>A perhaps more practical use of <code>EventEmitter</code>, and commonly used throughout node is to inherit from it. This means we can leave <code>EventEmitter</code>'s prototype untouched, while utilizing its api for our own means of world domination!</p>
+<p>A more practical and common use of <code>EventEmitter</code> is to inherit from it. This means we can leave <code>EventEmitter</code>'s prototype untouched while utilizing its API for our own means of world domination!</p>
-<p>To do so we begin by defining the <code>Dog</code> constructor, which of course will bark from time to time, also known as an <em>event</em>.</p>
+<p>To do so, we begin by defining the <code>Dog</code> constructor, which of course will bark from time to time (also known as an <em>event</em>).</p>
<pre><code>var EventEmitter = require('events').EventEmitter;
@@ -31,12 +31,12 @@ <h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
}
</code></pre>
-<p>Here we inherit from <code>EventEmitter</code>, so that we may use the methods provided such as <code>EventEmitter#on()</code> and <code>EventEmitter#emit()</code>. If the <code>__proto__</code> property is throwing you off, no worries! we will be touching on this later.</p>
+<p>Here we inherit from <code>EventEmitter</code> so we can use the methods it provides, such as <code>EventEmitter#on()</code> and <code>EventEmitter#emit()</code>. If the <code>__proto__</code> property is throwing you off, don't worry, we'll be coming back to this later.</p>
<pre><code>Dog.prototype.__proto__ = EventEmitter.prototype;
</code></pre>
-<p>Now that we have our <code>Dog</code> set up, we can create .... simon! When simon barks we can let <em>stdout</em> know by calling <code>console.log()</code> within the callback. The callback it-self is called in context to the object, aka <code>this</code>.</p>
+<p>Now that we have our <code>Dog</code> set up, we can create... Simon! When Simon barks, we can let <em>stdout</em> know by calling <code>console.log()</code> within the callback. The callback itself is called in the context of the object (aka <code>this</code>).</p>
<pre><code>var simon = new Dog('simon');
@@ -45,7 +45,7 @@ <h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
});
</code></pre>
-<p>Bark twice a second:</p>
+<p>Bark twice per second:</p>
<pre><code>setInterval(function(){
simon.emit('bark');
@@ -54,7 +54,7 @@ <h2 id="Inheriting-From-EventEmitter">Inheriting From EventEmitter</h2>
<h2 id="Removing-Event-Listeners">Removing Event Listeners</h2>
-<p>As we have seen event listeners are simply functions which are called when we <code>emit()</code> an event. Although not seen often we can remove these listeners by calling the <code>removeListener(type, callback)</code> method. In the example below we emit the <em>message</em> "foo bar" every <code>300</code> milliseconds, which has the callback of <code>console.log()</code>. After 1000 milliseconds we call <code>removeListener()</code> with the same arguments that we passed to <code>on()</code> originally. To compliment this method is <code>removeAllListeners(type)</code> which removes all listeners associated to the given <em>type</em>.</p>
+<p>As we have seen, event listeners are simply functions which are called when we <code>emit()</code> an event. We can remove these listeners by calling the <code>removeListener(type, callback)</code> method, although this isn't seen often. In the example below we emit the <em>message</em> "foo bar" every <code>300</code> milliseconds, which has a callback of <code>console.log()</code>. After 1000 milliseconds, we call <code>removeListener()</code> with the same arguments that we passed to <code>on()</code> originally. We could also have used <code>removeAllListeners(type)</code>, which removes all listeners registered to the given <em>type</em>.</p>
<pre><code>var EventEmitter = require('events').EventEmitter;
View
16 chapters/events.md
@@ -1,11 +1,11 @@
# Events
- The concept of an "event" is crucial to node, and used greatly throughout core and 3rd-party modules. Node's core module _events_ supplies us with a single constructor, _EventEmitter_.
+ The concept of an "event" is crucial to node, and is used heavily throughout core and 3rd-party modules. Node's core module _events_ supplies us with a single constructor, _EventEmitter_.
## Emitting Events
-Typically an object inherits from _EventEmitter_, however our small example below illustrates the api. First we create an `emitter`, after which we can define any number of callbacks using the `emitter.on()` method which accepts the _name_ of the event, and arbitrary objects passed as data. When `emitter.emit()` is called we are only required to pass the event _name_, followed by any number of arguments, in this case the `first` and `last` name strings.
+Typically an object inherits from _EventEmitter_, however our small example below illustrates the API. First we create an `emitter`, after which we can define any number of callbacks using the `emitter.on()` method, which accepts the _name_ of the event and arbitrary objects passed as data. When `emitter.emit()` is called, we are only required to pass the event _name_, followed by any number of arguments (in this case the `first` and `last` name strings).
var EventEmitter = require('events').EventEmitter;
@@ -20,9 +20,9 @@ Typically an object inherits from _EventEmitter_, however our small example belo
## Inheriting From EventEmitter
-A perhaps more practical use of `EventEmitter`, and commonly used throughout node is to inherit from it. This means we can leave `EventEmitter`'s prototype untouched, while utilizing its api for our own means of world domination!
+A more practical and common use of `EventEmitter` is to inherit from it. This means we can leave `EventEmitter`'s prototype untouched while utilizing its API for our own means of world domination!
-To do so we begin by defining the `Dog` constructor, which of course will bark from time to time, also known as an _event_.
+To do so, we begin by defining the `Dog` constructor, which of course will bark from time to time (also known as an _event_).
var EventEmitter = require('events').EventEmitter;
@@ -30,11 +30,11 @@ To do so we begin by defining the `Dog` constructor, which of course will bark f
this.name = name;
}
-Here we inherit from `EventEmitter`, so that we may use the methods provided such as `EventEmitter#on()` and `EventEmitter#emit()`. If the `__proto__` property is throwing you off, no worries! we will be touching on this later.
+Here we inherit from `EventEmitter` so we can use the methods it provides, such as `EventEmitter#on()` and `EventEmitter#emit()`. If the `__proto__` property is throwing you off, don't worry, we'll be coming back to this later.
Dog.prototype.__proto__ = EventEmitter.prototype;
-Now that we have our `Dog` set up, we can create .... simon! When simon barks we can let _stdout_ know by calling `console.log()` within the callback. The callback it-self is called in context to the object, aka `this`.
+Now that we have our `Dog` set up, we can create... Simon! When Simon barks, we can let _stdout_ know by calling `console.log()` within the callback. The callback itself is called in the context of the object (aka `this`).
var simon = new Dog('simon');
@@ -42,7 +42,7 @@ Now that we have our `Dog` set up, we can create .... simon! When simon barks we
console.log(this.name + ' barked');
});
-Bark twice a second:
+Bark twice per second:
setInterval(function(){
simon.emit('bark');
@@ -50,7 +50,7 @@ Bark twice a second:
## Removing Event Listeners
-As we have seen event listeners are simply functions which are called when we `emit()` an event. Although not seen often we can remove these listeners by calling the `removeListener(type, callback)` method. In the example below we emit the _message_ "foo bar" every `300` milliseconds, which has the callback of `console.log()`. After 1000 milliseconds we call `removeListener()` with the same arguments that we passed to `on()` originally. To compliment this method is `removeAllListeners(type)` which removes all listeners associated to the given _type_.
+As we have seen, event listeners are simply functions which are called when we `emit()` an event. We can remove these listeners by calling the `removeListener(type, callback)` method, although this isn't seen often. In the example below we emit the _message_ "foo bar" every `300` milliseconds, which has a callback of `console.log()`. After 1000 milliseconds, we call `removeListener()` with the same arguments that we passed to `on()` originally. We could also have used `removeAllListeners(type)`, which removes all listeners registered to the given _type_.
var EventEmitter = require('events').EventEmitter;
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