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Marionette.Module

Warning: deprecated

Marionette.Module is deprecated, and is scheduled to be removed in the next major release of the library. Instead of Marionette.Module, you should use AMD/CommonJS/ES6 for modularity. A Marionette.Module shim is available if necessary after its removal.

Marionette Modules allow you to create modular encapsulated logic. They can be used to split apart large applications into multiple files, and to build individual components of your app.

Documentation Index

Basic Usage

A module is defined directly from an Application object. To create a module all you need to do is give it a name.

var MyApp = new Marionette.Application();

// Creates a new module named "MyModule"
var myModule = MyApp.module("MyModule");

myModule === MyApp.MyModule; // => true

Modules cannot be overwritten once they are created. Subsequent calls to module with the same name argument will not create a new module, but instead return the already-created instance.

var MyApp = new Marionette.Application();

// Instantiates a new Marionette.Module
var myModule = MyApp.module("MyModule");

// Returns the module you just created
var theSameModule = MyApp.module("MyModule");

Module Definitions

You can provide a definition for your module when you instantiate it. Definitions can either be a callback function or an object literal.

Callback Function Definition

The callback function definition will be invoked immediately on calling the module method.

It will receive 6 parameters, in this order:

Within the callback you can attach both private and public functions and data directly to your module.

MyApp.module("MyModule", function(MyModule, MyApp, Backbone, Marionette, $, _){

  // The context of the function is also the module itself
  this === MyModule; // => true

  // Private Data And Functions
  // --------------------------

  var myData = "this is private data";

  var myFunction = function(){
    console.log(myData);
  }


  // Public Data And Functions
  // -------------------------

  MyModule.someData = "public data";

  MyModule.someFunction = function(){
    console.log(MyModule.someData);
  }
});

console.log(MyApp.MyModule.someData); //=> public data
MyApp.MyModule.someFunction(); //=> public data

Additional Arguments

You can provide additional arguments to the definition function, allowing you to import 3rd party libraries and other resources that you want to have locally scoped to your module.

Pass the additional arguments after the definition itself in the call to module.

MyApp.module("MyModule", function(MyModule, MyApp, Backbone, Marionette, $, _, Lib1, Lib2, LibEtc){

  // Lib1 === LibraryNumber1;
  // Lib2 === LibraryNumber2;
  // LibEtc === LibraryNumberEtc;

}, LibraryNumber1, LibraryNumber2, LibraryNumberEtc);

Splitting A Module Definition Apart

Sometimes a module definition can become quite long. You can split apart the definition by making subsequent calls to the module function.

This can be used to split the definition of your module across multiple files.

MyApp.module("MyModule", function(MyModule){
  MyModule.definition1 = true;
});

// The following could be in a separate file
MyApp.module("MyModule", function(MyModule){
  MyModule.definition2 = true;
});

MyApp.MyModule.definition1; //=> true
MyApp.MyModule.definition2; //=> true

Object Literal Definition

The object literal definition of a module allows for more flexibility than the callback method. It allows you to, for instance, specify a custom class for your module.

Through the object literal definition you can still set a definition function through the define property.

MyApp.module("MyModule", {
  define: function(MyModule, MyApp, Backbone, Marionette, $, _) {
    // Define your module here
  }
});

Specifying a Custom Module Class

One of the more useful features of the object literal definition is specifying a custom module class. You can make a new class using the extend function.

var CustomModule = Marionette.Module.extend({
  // Custom module properties
});

MyApp.module("Foo", {
  moduleClass: CustomModule,
  define: function() {} // You can still use the definition function on custom modules
});

When moduleClass is omitted Marionette will default to instantiating a new Marionette.Module.

Initialize Function

Modules have an initialize function which is immediately called when the Module is invoked. You can think of the initialize function as an extension of the constructor.

The initialize function is only available through the object literal definition of a Module.

MyApp.module("Foo", {
  startWithParent: false,
  initialize: function(moduleName, app, options) {
    this.someProperty = 'someValue';
  },
  // You can still set a define function
  define: function(Foo) {
    console.log(this.someProperty); // Logs 'someValue'
  }
});

The initialize function is passed the same arguments as the constructor.

MyApp.module("Foo", {
  initialize: function( moduleName, app, options ) {
    console.log( options.someVar ); // Logs 'someString'
  },
  someVar: 'someString'
});

The initialize function is distinct from the define function. The primary difference between the two is that initialize is on the prototype chain, whereas define is not. What this means is that initialize can be inherited.

var CustomModule = Marionette.Module.extend({
  define: function() {},    // This is not inherited and will never be called
  initialize: function() {} // This, on the other hand, will be inherited
});

Module Classes

Module classes can be used as an alternative to the define pattern.

The extend function of a Module is identical to the extend functions on other Backbone and Marionette classes. This allows module lifecycle events like onStart and onStop to be called directly.

var FooModule = Marionette.Module.extend({
  startWithParent: false,

  initialize: function(moduleName, app, options) {
  },

  onStart: function(options) {
  },

  onStop: function(options) {
  },
});

MyApp.module("Foo", FooModule);

If all of the module's functionality is defined inside its class, then the class can be passed in directly. MyApp.module("Foo", FooModule)

Defining Sub-Modules

Sub-Modules (or 'child' Modules) can be defined in a single call by passing a period-separated list of Modules to be created.

MyApp.module("Parent.Child.GrandChild");

MyApp.Parent; // => a valid module object
MyApp.Parent.Child; // => a valid module object
MyApp.Parent.Child.GrandChild; // => a valid module object

When defining sub-modules using the dot-notation, the parent modules do not need to exist; they'll be created for you. If a parent has already been instantiated then that instance will be used.

Accessing Modules

Although modules are attached directly to the Application instance we don't recommend accessing them this way. Instead, use the .module() function to access your modules.

Let's look at two examples of accessing a module named MyModule.Submodule.

// Not recommended
var myModule = App.MyModule.Submodule;

// Recommended
var MyModule = App.module('MyModule.Submodule');

Starting And Stopping Modules

Modules can be started and stopped independently of the application and of each other. This allows them to be loaded asynchronously, and also allows them to be shut down when they are no longer needed.

This also facilitates unit testing of modules as you can start only the module that you need in your tests.

Starting Modules

Modules will, by default, start with the parent application. They also have a .start function that can be used to start a stopped module, or a module that's been configured to start independently from its parent.

In this example, the module will exhibit the default behavior and start automatically with the parent application object's start call:

MyApp = new Marionette.Application();

MyApp.module("Foo", function(){
  // module code goes here
});

MyApp.start();

Note that modules loaded after the MyApp.start() call will be immediately started.

Start Events

When starting a module, a "before:start" event will be triggered prior to any of the initializers being run. A "start" event will then be triggered after they have been run.

var mod = MyApp.module("MyMod");

mod.on("before:start", function(){
  // do stuff before the module is started
});

mod.on("start", function(){
  // do stuff after the module has been started
});

Passing Data to Start Events

.start takes a single options parameter that will be passed to start events and their equivalent methods (onStart and onBeforeStart.)

var mod = MyApp.module("MyMod");

mod.on("before:start", function(options){
  // do stuff before the module is started
});

mod.on("start", function(options){
  // do stuff after the module has been started
});

var options = {
 // any data
};
mod.start(options);

Preventing Auto-Start Of Modules

The default behavior of modules is that they start with the application. If you wish to manually start a module instead, you can change this behavior with the startWithParent property.

var fooModule = MyApp.module("Foo", function(){

  // prevent starting with parent
  this.startWithParent = false;

  // ... module code goes here
});

// start the app without starting the module
MyApp.start();

// later, start the module
fooModule.start();

The same behavior can be accomplished with the object literal definition:

var fooModule = MyApp.module("Foo", {
  startWithParent: false
});

When splitting a module across multiple files, it is recommended that you set startWithParent to be false.

Starting Sub-Modules With Parent

As you might expect, submodules default to starting with their parent module. The starting of sub-modules is done in a depth-first hierarchy traversal. That is, a hierarchy of Foo.Bar.Baz will start Baz first, then Bar, and finally Foo.

MyApp.module("Foo", function(){...});
MyApp.module("Foo.Bar", function(){...});

MyApp.start();

In this example, the "Foo.Bar" module will be started with the call to MyApp.start() because the parent module, "Foo" is (by default) set to start with the app.

A sub-module can override this behavior by setting its startWithParent to false. This prevents it from being started by the parent's start call.

MyApp.module("Foo", function(){...});

MyApp.module("Foo.Bar", function(){
  this.startWithParent = false;
})

MyApp.start();

Now the module "Foo" will be started, but the sub-module "Foo.Bar" will not be started.

A sub-module can still be started manually, with this configuration:

MyApp.module("Foo.Bar").start();

Stopping Modules

A module can be stopped, or shut down, to clear memory and resources when the module is no longer needed. Like the starting of modules, stopping is done in a depth-first hierarchy traversal. That is, a hierarchy of modules like Foo.Bar.Baz will stop Baz first, then Bar, and finally Foo.

To stop a module and its children, call the stop method of a module.

MyApp.module("Foo").stop();

Modules are not automatically stopped by the application. If you wish to stop one you must call the stop method on it, or stop its parent module. When you stop any parent module, all of its children will be stopped as well.

MyApp.module("Foo.Bar.Baz");

MyApp.module("Foo").stop();

This call to stop causes the Bar and Baz modules to both be stopped as they are sub-modules of Foo. For more information on defining sub-modules, see the section "Defining Sub-Modules".

Stop Events

When stopping a module, a "before:stop" event will be triggered prior to any of the finalizers being run. A "stop" event will then be triggered after they have been run.

var mod = MyApp.module("MyMod");

mod.on("before:stop", function(){
  // do stuff before the module is stopped
});

mod.on("stop", function(){
  // do stuff after the module has been stopped
});

Module Initializers

Warning: deprecated

This feature is deprecated, and is scheduled to be removed in version 3 of Marionette. Instead of Initializers, you should use events to manage start-up logic. The start event is an ideal substitute for Initializers.

If you were relying on the deferred nature of Initializers in your app, you should instead use Promises. This might look something like the following:

doAsyncThings().then(myModule.start);

Modules, like Application objects, can be configured to have initializers. And just like an Application's initializers, module's initializers are run anytime that the module is started. Further, there is no limit to the number of initializers it can have.

Initializers can be added in the module's definition function.

MyApp.module("Foo", function(Foo){

  Foo.addInitializer(function(){
    // Do things once the module has started
  });

  Foo.addInitializer(function(){
    // You can have more than one initializer
  });

});

Module Finalizers

Warning: deprecated

This feature is deprecated, and is scheduled to be removed in version 3 of Marionette. Instead of Finalizers, you should use events to manage start-up logic. The stop event is an ideal substitute for Finalizers.

If you were relying on the deferred nature of Initializers in your app, you should instead use Promises. This might look something like the following:

doAsyncThings().then(myModule.stop);

Modules also have finalizers that work in an opposite manner to initializers: they are called whenever a module is stopped via the stop method. You can have as many finalizers as you'd like.

MyApp.module("Foo", function(Foo){

  Foo.addFinalizer(function(){
    // Tear down, shut down and clean up the module in here
  });

  Foo.addFinalizer(function(){
    // Do more things
  });

});
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