Alex
Thanks for taking the trouble to reply.
However, the issue is not one of serialization - that's a trivial issue.
The problem is that can.Map morphs the originating object into a much bigger and more complex object with SHEDLOADS of stuff that is only of concern to internal can.Routines and nothing whatever to do with the actual app.
I need to strip out all this (necessary) can.Cruft to get back to the original object passed as the argument to can.Map but since I started it's change a hell of a lot ...
Just take a look at how much cruft can.Map creates from even a fairly simple object, then multiply that by large and deeply nested objects.
I can do this. I DO do this, but I don't like what I have to do to get there and am wondering if there is a better way.
Ron
Thanks for taking the trouble to reply.
However, the issue is not one of serialization - that's a trivial issue.
The problem is that can.Map morphs the originating object into a much bigger and more complex object with SHEDLOADS of stuff that is only of concern to internal can.Routines and nothing whatever to do with the actual app.
I need to strip out all this (necessary) can.Cruft to get back to the original object passed as the argument to can.Map but since I started it's change a hell of a lot ...
Just take a look at how much cruft can.Map creates from even a fairly simple object, then multiply that by large and deeply nested objects.
I can do this. I DO do this, but I don't like what I have to do to get there and am wondering if there is a better way.
Ron