I am creating a small application with a JavaScript client (run in the browser) and a Node.js server, communicating using WebSocket.
I would like to share code between the client and the server. I have only just started with Node.js and my knowledge of modern JavaScript is a little rusty, to say the least. So I am still getting my head around the CommonJS require() function. If I am creating my packages by using the 'export' object, then I cannot see how I could use the same JavaScript files in the browser.
I want to create a set of methods and classes that are used on both ends to facilitate encoding and decoding messages, and other mirrored tasks. However, the Node.js/CommonJS packaging systems seems to preclude me from creating JavaScript files that can be used on both sides.
I also tried using JS.Class to get a tighter OO model, but I gave up because I couldn't figure out how to get the provided JavaScript files to work with require(). Is there something am I missing here?
I wrote this, it is simple to use if you want to set all variables to the global scope:
Maybe this is not entirely in line with the question, but I thought I'd share this.
I wanted to make a couple of simple string utility functions, declared on String.prototype, available to both node and the browser. I simply keep these functions in a file called utilities.js (in a subfolder) and can easily reference it both from a script-tag in my browser code, and by using require (omitting the .js extension) in my Node.js script:
my_node_script.js
my_browser_code.html
I hope this is useful information to someone other than me.
Write your code as RequireJS modules and your tests as Jasmine tests.
This way code can be loaded everywhere with RequireJS and the tests be run in the browser with jasmine-html and with jasmine-node in Node.js without the need to modify the code or the tests.
Here is a working example for this.
None of the previous solutions bring the CommonJS module system to the browser.
As mentioned in the other answers, there are asset manager/packager solutions like Browserify or Piler and there are RPC solutions like dnode or nowjs.
But I couldn't find an implementation of CommonJS for the browser (including a
require()
function andexports
/module.exports
objects, etc.). So I wrote my own, only to discover afterwards that someone else had written it better than I had: https://github.com/weepy/brequire. It's called Brequire (short for Browser require).Judging by popularity, asset managers fit the needs of most developers. However, if you need a browser implementation of CommonJS, Brequire will probably fit the bill.
2015 Update: I no longer use Brequire (it hasn't been updated in a few years). If I'm just writing a small, open-source module and I want anyone to be able to easily use, then I'll follow a pattern similar to Caolan's answer (above) -- I wrote a blog post about it a couple years ago.
However, if I'm writing modules for private use or for a community that is standardized on CommonJS (like the Ampersand community) then I'll just write them in CommonJS format and use Browserify.
Don't forget that the string representation of a JavaScript function represents the source code for that function. You could simply write your functions and constructors in an encapsulated way so they can be toString()'d and sent to the client.
Another way to do it is use a build system, put the common code in separate files, and then include them in both the server and client scripts. I'm using that approach for a simple client/server game via WebSockets where the server and client both run essentially the same game loop and the client synchronises up with the server every tick to make sure nobody's cheating.
My build system for the game is a simple Bash script that runs the files through the C preprocessor and then through sed to clean up some junk cpp leaves behind, so I can use all the normal preprocessor stuff like #include, #define, #ifdef, etc.
I wrote a simple module, that can be imported (either using require in Node, or script tags in the browser), that you can use to load modules both from the client and from the server.
Example usage
1. Defining the module
Place the following in a file
log2.js
, inside your static web files folder:Simple as that!
2. Using the module
Since it is a bilateral module loader, we can load it from both sides (client and server). Therefore, you can do the following, but you don't need to do both at once (let alone in a particular order):
In Node, it's simple:
This should return
2
.If your file isn't in Node's current directory, make sure to call
loader.setRoot
with the path to your static web files folder (or wherever your module is).First, define the web page:
Make sure you don't open the file directly in your browser; since it uses AJAX, I suggest you take a look at Python 3's
http.server
module (or whatever your superfast, command line, folder web server deployment solution is) instead.If everything goes well, this will appear: