Update global variable for javascript Calculator - javascript

I can't figure out how to update a global variable for a javascript calculator I am working on. I know using eval would make this a lot easier but from what I read online, eval from user input is not advised.
My idea is store the first number until an operation comes is clicked. Once that is clicked, store second number and then see what operation comes up by the user, where it is '=' or '+/*-' do the appropriate action. I have not completed the CE or AC or '.' buttons yet. There's no point in completely that if I can not update the global variable.
Within the function itself, I can change the variable firstNum and secondNum.
From what I have read online, I believe I am not changing the global variable but the local instance of the variable.
I am hoping to be pointed in the right direction to get this done. I attempted to store in the number in an object and later reference that object when I needed to do an operation but I do not believe I did that quite right since I receiving a Reference Error.
Thank you in advance.
var theParent = document.querySelector("#container");
var display = document.querySelector("#display");
theParent.addEventListener("click", doSomething, false);
var reg = new RegExp('^\\d+$');
var result=0;
var symbol='';
var firstNum=0;
var secondNum=0;
function doSomething(e) {
if (e.target !== e.currentTarget) {
var clickedItem = e.target.innerHTML;
if (reg.test(clickedItem)) {
if (display.innerHTML==="0"){
display.innerHTML=clickedItem;
}
else {
display.innerHTML+=clickedItem;
}
}
}
if (clickedItem==='='){
console.log('check firstNum:' +firstNum);
console.log('check symbol:'+ symbol);
console.log('operations return: '+ operations(symbol));
result= operations(symbol);
console.log('result: '+ result);
display.innerHTML=result;
firstNum=result;
secondNum=0;
symbol='';
}
if (!(reg.test(clickedItem))&&symbol===' '&&clickedItem!=='=')
{
symbol=clickedItem;
display.innerHTML='0';
console.log('first op '+ symbol);
}
if (!(reg.test(clickedItem))&&symbol!==clickedItem&&clickedItem!=='=') {
solve(symbol);
symbol=clickedItem;
console.log('second op '+symbol);
}
if (symbol===''){
//firstNum = parseInt(display.innerHTML);
setFirstNum();
console.log("this firstNum in If: " +firstNum)
}
else if (reg.test(clickedItem)){
setSecondNum();
console.log("this secondNum in If: " +secondNum)
}
else {display.innerHTML='0';}
e.stopPropagation();
}
function setFirstNum(){
window.firstNum=parseInt(display.innerHTML);
}
function setSecondNum(){
window.secondNum=parseInt(display.innerHTML);
}
function operations(symbol){
var operation=[{
'+': firstNum + secondNum ,
'-': firstNum - secondNum ,
'รท': firstNum/secondNum ,
'X': firstNum*secondNum
}];
return operation[symbol];
}
function solve(symbol){
result=operations(symbol);
display.innerHTML=result;
firstNum=result;
secondNum=0;
}

You are referencing the global variables fine, the problem is with the global variable theParent. Most of the times, the browser executes the javascript before it loads the document, and hence cannot find any element with id #container.
In order to fix this, you can declare the global variable, and define it on loading the document.
var theParent;
window.onload = function() {
theParent = document.querySelector("#container");
theParent.addEventListener(...);
}
Similarly for the display variable.
Hope this helps.

Related

How to get Javascript object from HTML element

I have 3 "dice" objects created from this custom constructor:
function Dice() {
this.value = 0;
this.keep = false;
this.roll = function() {
this.value = Math.floor(Math.random()*6)+1;
};
}
Then, inside function rollOnce(), I have 3 HTML buttons inside a document.getElementById("paragraph1").innerHTML command that will display each dice's value as follows:
function rollOnce() {
(...)
document.getElementById("paragraph1").innerHTML =
'<button id="diceOne" class="unkept" onclick="keepDice(this.id)">'+dice1.value+'</button> ' +
'<button id="diceTwo" class="unkept" onclick="keepDice(this.id)">'+dice2.value+'</button> ' +
'<button id="diceThree" class="unkept" onclick="keepDice(this.id)">'+dice3.value+'</button> ';
}
Now, function keepDice(diceId) will set attribute class="kept" for each dice/button that has been clicked.
The next thing I want to do is to know which dice variable (dice1, dice2, dice3) has been clicked (in order to keep their value by doing diceN.keep = true;. Because after that there will be another round of the game in which only those dice which are "unkept" will get another diceN.roll() call. But my knowledge is still very limited and I only know how to access (HTML only) elements by using document.getElementsBy(...) (this is the HTML DOM, right? I'm currently learning this at W3Schools).
I have not yet learned about jQuery, AngularJS and all the other cool webdev stuff. So if it is possible to answer using only Javascript it would be much appreciated (even if other libs would make it easier! It's a bonus if there are alternative solutions and I would be happy to learn too!). Is this possible at all?
Thanks in advance,
Maybe something like class="kept-'+dice1.keet+'" onclick="keepDice(1)"
then
function keepDice(index){
dices[index].keep = true;
turns--;
if (turns > 0) {
rollOnce()
}
}
Try this:
function keepDice(id) {
var whichDice;
switch(id) {
case 'diceOne':
whichDice = dice1;
break;
case 'diceTwo':
whichDice = dice2;
break;
case 'diceThree':
whichDice = dice3;
break;
}
whichDice.keep = true;
}
If you stored your dice in an associative array like this:
dice['diceOne'] = new Dice();
dice['diceTwo'] = new Dice();
dice['diceThree'] = new Dice();
you would create the buttons almost the same way
<button id="diceOne" class="unkept" onclick="keepDice(this.id)">dice["diceOne"].value</button>
you could then write your dice function like this
function keepDice(id)
{
dice[id].keep = true;
document.GetElementById(id).setAttribute("class","kept");
//...
}
I came back to this again and realised there's a better way. It's quite a different approach than what you've got so far, but let me explain...
I know your question title is "How to get Javascript object from HTML element" but my answer better serves the question "How to get HTML element from Javascript object" and also better solves the problem you're facing.
First, I set the stage by creating a container element #paragraph1 and a "Roll Once" button which runs the rollOnce() function
<p id="paragraph1"></p>
<button onclick="rollOnce()">Roll Once</button>
Then I create the Dice() Object which takes a parameter - this parameter is the id of the element we wish to use as a container. We must wait for the HTML to load before we can find that container because until then, it simply doesn't exist yet. That's why I have bound a function to the document.onreadystatechange event.
So when the HTML has loaded and the document is ready, I initialise the Object, storing it in a var and the Object has all the required functions built-in for managing it's button.
function Dice(container) {
this.button = document.createElement("button");
this.button.innerHTML = 0;
document.getElementById(container).appendChild(this.button);
this.button.addEventListener('click', function() {
this.className = 'kept';
});
this.roll = function() {
if(this.button.className != 'kept') {
this.button.innerHTML = Math.floor(Math.random()*6)+1;
}
}
}
var dice1;
var dice2;
var dice3;
document.onreadystatechange = function () {
if(document.readyState == "complete") {
dice1 = new Dice("paragraph1");
dice2 = new Dice("paragraph1");
dice3 = new Dice("paragraph1");
rollOnce();
}
}
function rollOnce() {
dice1.roll();
dice2.roll();
dice3.roll();
}
Fully working demonstration is here: http://codepen.io/anon/pen/groEmg
Edit: If you want to get the values of the dice later, you can access the Objects' properties like so: dice1.button.innerHTML
You need to keep track of what has been kept and what has not been kept. It would be useful to hold all the dice functionality inside the dice class. every time you run rollOnce() you must also represent the kept/unkept state in the className.
Here's an example including what I gather is your current initialisation - define var dice then define rollOnce() then run rollOnce()
function Dice() {
this.value = 0;
this.kept = false;
this.roll = function() {
if(!this.kept) this.value = Math.floor(Math.random()*6)+1;
};
this.keep = function(id) {
this.kept = true;
document.getElementById(id).className = 'kept';
}
}
var dice1 = new Dice();
var dice2 = new Dice();
var dice3 = new Dice();
function rollOnce() {
dice1.roll();
dice2.roll();
dice3.roll();
document.getElementById("paragraph1").innerHTML =
'<button id="diceOne" class="'+(dice1.kept?'kept':'keep')+'" onclick="dice1.keep(\'diceOne\')">'+dice1.value+'</button> ' +
'<button id="diceTwo" class="'+(dice2.kept?'kept':'keep')+'" onclick="dice2.keep(\'diceTwo\')">'+dice2.value+'</button> ' +
'<button id="diceThree" class="'+(dice3.kept?'kept':'keep')+'" onclick="dice3.keep(\'diceThree\')">'+dice3.value+'</button> ';
}
rollOnce();
I've made it pass an ID to Dice.keep(id) just to have a live update of the DOM element which represents this Object variable.
Some clarification on the classnames since you're a beginner: I used ternary logic operators to quickly perform an IF THEN ELSE
So the part that says dice1.kept?'kept':'keep'
Actually means IF dice1.kept THEN 'kept' ELSE 'keep'
You can put a blank '' instead of 'keep' if you like since I don't think it's being used (but you might use it for CSS). Of course, there is plenty of room for improvement all over this code, but I wanted to keep it as similar to your sample code as possible. In fact, the first thing I would do is probably change the onclick to this: onclick="dice1.keep(this)" and then change your object like:
this.keep = function(button) {
this.kept = true;
button.className = 'kept';
}
http://codepen.io/anon/pen/MyrxyX
Edit: here's a slightly modified version where the Dice() object is agnostic to the DOM but still provides all the relevant data: http://codepen.io/anon/pen/MyrxbB

How do I use an array instead of the variables in this repetitive function?

So, I have this little code in my js file:
window.onload = function Equal() {
var a = 'b1'
var b = 'box1'
var bookstorname = localStorage.getItem(a)
if (bookstorname == 1) {
document.getElementById(b).setAttribute('checked','checked');
}
if (bookstorname == 0) {
document.getElementById(b).removeAttribute('checked','checked');
}
var a = 'b2'
var b = 'box2'
var bookstorname = localStorage.getItem(a)
if (bookstorname == 1) {
document.getElementById(b).setAttribute('checked','checked');
}
if (bookstorname == 0) {
document.getElementById(b).removeAttribute('checked','checked');
}
}
The function itself is not important (it equals checkboxvalues set in the localstorage), but I execute it 2 times. First time with var a & b set to 'b1' & 'box1'. Then I run the script again (same script), but with var a & b set to 'b2' & 'box2'. Now, this code works, but my question is if there is a shorter way to write this? I can imagine some sort of array with a loop, but I could not get it to work for some reason. The 2 variables are pairs, and I know this might be a dumb question, but I can't find the answer anywhere.
You can use a second function which will accept the local storage key and the checkbox id like
window.onload = function Equal() {
setCheckboxState('box1', 'b1');
setCheckboxState('box2', 'b2');
}
function setCheckboxState(id, key) {
document.getElementById(id).checked = 1 == localStorage.getItem(key);
}
You might separate common logic into another function
window.onload = function Equal() {
function extractFromStorage(a, b) {
var bookstorname = localStorage.getItem(a)
if (bookstorname == 1) {
document.getElementById(b).setAttribute('checked','checked');
}
if (bookstorname == 0) {
document.getElementById(b).removeAttribute('checked','checked');
}
}
extractFromStorage('b1', 'box1');
extractFromStorage('b2', 'box2');
}
function doTheStuff(a, b) {
var bookstorname = localStorage.getItem(a)
if (bookstorname == 1) {
document.getElementById(b).setAttribute('checked','checked');
}
if (bookstorname == 0) {
document.getElementById(b).removeAttribute('checked','checked');
}
}
window.onload = function Equal() {
doTheStuff('b1', 'box1');
doTheStuff('b2', 'box2');
}
?
This is how I would do it.
There are several problems with your code.
You do not check that the element you are stetting an attribute to
exists. You do not check if the localStorage item you get is
defined.
You pollute the global name space with the function name Equal.
That function should not be named with a capital as it is not a Object generator.
There is no need to use setAttribute and removeAttribute, in
fact removeAttribute makes no sense in this case as you can not
remove the checked attribute from the element. BTW why use setAttribute here and not for window.onload?
The checked attribute is either true or false, it does not use the
string "checked"
Binding the load event via the onload attribute is not safe as you may
block 3rd party code, or worse 3rd party code may block you.
There is no error checking. DOM pages are dynamic environments, pages
have adverts and content from many places that can interfer with your
code. Always code with this in mind. Check for possible errors and deal with them in a friendly way for the end user. In this case I used an alert, not friendly for a normal user but for you the coder.
My solution.
// add an event listener rather than replace the event listener
window.addEventListener(
"load", // for the load event
function(){
// the update function that is called for each item;
var update = function(item){
// the right hand side equates to true if the localstorage
// is equal to "1". LocalStorage allways returns a string or
// undefined if the key is not defined.
item.element.checked = localStorage[item.storageName] === "1";
}
// safe element getter
var getElement = function(eId){
var e = document.getElementById(eId); // try and get the element
if(e === null){ // does it exist?
throw "Missing element:"+eId; // no then we can not continue
// the program stops here unless
// you catch the error and deal with
// it gracefully.
}
return e; //ok return the element.
}
// Item creator. This creates a new item.
// sName is the local storage name
// eId id the element ID
var item = function(sName, eId){
return {
storageName: sName, // set the loaclStorage name
element:getElement(eId); // get the element and check its safe
};
}
// make it all safe
try{
// create an array of items.
var items = [
item("b1","box1"),
item("b2","box2")
];
// for each item update the element status
items.forEach(update);
}catch(e){
alert("Could not update page?");
}
}
);

Accesing function within function JavaScript

I got this piece of code below which is not DRY. What i want to do is to cut it,so everything below var = text would be used only once not twice.
My concept is,to close these two functions in bigger function (e.g. guess()) and keep trimmed correctGuess() and incorrectGuess() within it.
Now here's the question,how can I call such nested function as describe above from outside scope. I was thinking about smth like: guess().correctGuess() which is obviously wrong but I wanted to share a concept.
Additionally, when e.g. correctGuess() would be called, is rest of the commands within our main guess() function would be executed?
function correctGuess(i) {
totalScore++;
questionNumber++;
var text = "Correct!";
var updatePage = ['<div id="answerDiv">' +
'<h1>' + text + '<h1>' +
'<h2>Total Score: ' + totalScore + '</h2></div>'
];
mainContent[html](updatePage);
$('#answerDiv')[fadeIn]("slow");
$('#answerDiv').append('<button id="nextButton">Next Question</button>');
$('#nextButton').on('click', function() {
if (questionNumber == allQuestions.length && totalScore <= 4) {
results()
} else {
question(questionNumber)
}
})
};
var incorrectGuess = function(i) {
totalScore--;
questionNumber++;
var text = "Wrong!";
var updatePage = ['<div id="answerDiv">' +
'<h1>' + text + '<h1>' +
'<h2>Total Score: ' + totalScore + '</h2></div>'
];
mainContent[html](updatePage);
$('#answerDiv')[fadeIn]("slow");
$('#answerDiv').append('<button id="nextButton">Next Question</button>');
$('#nextButton').on('click', function() {
if (questionNumber == allQuestions.length && totalScore <= 4) {
results();
} else {
question(questionNumber);
}
});
};
http://www.w3schools.com/js/js_objects.asp
From your question it seems like you aren't very familiar with object notation. Read up on the above link and then try to create a js "guess" object with 2 member functions. Correct and Incorrect guess.
You need to use the this keyword.
function guess(){
/* do stuff here for guess() */
this.correct = function(){
/* Do stuff for correct */
}
this.wrong = function(){
/* Do stuff for wrong */
}
return this;
}
Because you returned this you can now access the correct() and wrong() functions using:
guess().correct();
// AND
guess().wrong();
Note that whatever code you write inside guess() and outside the two nested functions will also be called every time you call guess().correct() or guess().wrong()
If you do not want any particular code to execute every time they "guess" regardless of right or wrong then I would suggest just storing the correct() and wrong() functions in an object literal.
var guess = {
correct: function(){
// Code for "correct" here
},
wrong: function(){
// Code for "wrong" here
}
}
And then you can access them using
guess.correct();
// AND
guess.wrong();

Variables are being bound to the callback of a getCurrentLocation function. Why isn't this closure working?

I apologize for the amount of code, but I think this is actually a problem with AppMobi's getCurrentLocation function. Basically what happens is I delegate a tap event to each list element. Then when you tap it, it runs an asynchronous getCurrentLocation and updates some stuff. Then the next time you tap another list element, the variables bound in the callback of the getCurrentLocation Function only refer to the first time it was called. Why doesn't this work??
app = { events: [{text: "foo", time: new Date()}, {text: "bar", time: new Date()}] };
$(document).ready(refreshEvents);
function refreshEvents() {
for (var index in app.events) {
insertEventHTML(app.events[index]);
}
}
function insertEventHTML(event) {
var text = event.text;
var time = event.time;
var new_element = $('<li class="event_element"></li>');
var new_checkin_element = $('<div class="check_in_button"></div>');
new_checkin_element.bind('tap', function(e) {
check_in(e);
fade($(this), 1.0);
});
new_element.append(new_checkin_element);
var text_element = $('<div class="text_element">' + text + '</div>');
new_element.append(text_element);
var time_element = $('<div class="time_element">' + time + '</div>');
new_element.append(time_element);
$('#your_events').append(new_element);
}
function check_in(e) {
$(e.target).siblings('.time_element').text('just now');
var time = new Date(); // time and event_index are the trouble variables here
var event_index = getEventIndex(e); // the first time this function runs, event_index is correct
// then each subsequent time, it remains the same value as the first
if (!app.settings.use_location) {
app.events[event_index].times.unshift({time: time, location: null});
} else {
AppMobi.geolocation.getCurrentPosition(onLocationFound, errorFunction);
}
function onLocationFound(response) {
var lat = response.coords.latitude;
var lon = response.coords.longitude;
var last_time = app.events[event_index].times[0];
if (last_time != undefined && last_time.time == time) {
// event_index and time here will only ever refer to the first time it was called. WHY???
add_checkin(response, event_index, time);
}else{
console.log('onLocationFound was called twice');
}
}
function errorFunction(error) {
$.ui.popup({title: 'geolocation error', message: 'Geolocation error. Turn off location services in settings.'});
}
function add_checkin(response, event_index, time) {
// and then of course event_index and time are wrong here as well. I don't get it.
app.events[event_index].times.unshift(
{
time: time,
location: {
latitude: response.coords.latitude,
longitude: response.coords.longitude
}
});
AppMobi.cache.setCookie('app', JSON.stringify(app), -1);
}
}
function getEventIndex(e) {
var target = $(e.target).parent();
var siblings = target.parent().children('li');
for (var i = 0; i < siblings.length; i++) {
if ($(target)[0].offsetTop == $(siblings[i])[0].offsetTop) {
return i;
}
}
}
Well, your issue seems to be that you are declaring a private variable event_index inside the check_in function and try to resolve it's value by accessing a global event_index variable inside onLocationFound.
Here's what you could do instead:
AppMobi.geolocation.getCurrentPosition(function (response) {
onLocationFound(response, event_index);
}, errorFunction);
function onLocationFound(response, event_index) { //... }
EDIT:
it is declared within check_in...
You are right, I totally missed that somehow. Well in that case it's very unlikely that the event_index variable inside onLocationFound isin't the same as in check_in. Do a console.log(event_index) inside onLocationFound and it should be the same. The only way it could be different is if you modify the local variable before the handler is called, which you doesn't seem to do, or if getCurrentPosition stores the first handler somehow and ignores subsequent handlers, but this API wouldn't make any sense.
EDIT 2:
As we suspect the handler might not be registered correctly the second time, I would suggest to check this way:
function check_in() {
if (!check_in.called) {
check_in.called = true;
check_in.onLocationFound = onLocationFound;
}
//...
function onLocationFound() {
console.log(arguments.callee === check_in.onLocationFound);
}
}
You can also simple do onLocationFound.version = new Date() and check arguments.callee.version to see if it stays the same.
I know you marked this answered already but....it might not actually be a problem with the library. Can I direct you to a post by #Joel Anair where he has posted an article and the example number five seems to be the "gotcha" which might have gotcha ;)
How do JavaScript closures work?
Basically in the for loop they are all being set to the same reference of i so event_index will all be the same value/reference. (which explains why they're all the same).

Erroneous behavior of local variables in closures

I am stuck at the following code. At first I'll describe the use-case: The function "addPreset" gets called with an instance of ColorGradient. When calling this.listController.addItem(...) a callback function named onSelect ist supplied, which gets called everytime the onSelect-event on the listController-item is triggered. What I wanted to do is wrapping the call to GLab.ColorSlider.applyColorGradient(...) into a new closure, so that the assigned value of addPreset's "cg" argument"* will be "caught" inside it. But it doesn't work.
PROBLEM: Now everytime addPreset is called, the value of cg (being passed with a call) will override all values that bad been assigned before. However, this.presetList holds always correct values (the ones I expected to be caught inside the closure-function. Even inserting an anonymous function for breaking the scope doesn't help.
Please help me. :-)
Thanks, so far
function addPreset(cg) {
if (!(cg instanceof ColorGradient)) {
throw new TypeError("PresetManager: Cannot add preset; invalid arguments received");
}
var newIndex = this.listController.addItem(cg.getName(), {
onSelect: (function(cg2) {
return function() {
// addPreset's scope should now be broken
GLab.ColorSlider.applyColorGradient(cg2);
console.log(cg2);
}
})(cg)
});
this.presetList[newIndex] = cg;
}
#bobince: of course you can.
the code snippet above is part of PresetManager.js and the listController is an instance of the class ListWrapper.js
http://code.assembla.com/kpg/subversion/nodes/GradientLab/lib-js/PresetManager.js
http://code.assembla.com/kpg/subversion/nodes/GradientLab/lib-js/ListWrapper.js
#Matt: cg is an instance of ColorGradient. A custom class of myself. Further more, it is assured, that always "valid" values are passed in as cg. (When you'd have a few minutes you can download the whole assembla repo as zip-archive. Unzip and test in FF > 3.5 with Firebug console enabled.)
Answer can be found in this question: Doesn't JavaScript support closures with local variables?
Someone please correct me if I am wrong, as I am still fairly new to JavaScript closures and scope. But it would seem to me that the wrapping anonymous function you have is simply there to provide a proper scoped variable/closure for the function it is returning. Could this be simplified as such?
function addPreset(cg) {
if (!(cg instanceof ColorGradient)) {
throw new TypeError("PresetManager: Cannot add preset; invalid arguments received");
}
var closured = cg;
var newIndex = this.listController.addItem(cg.getName(), {
onSelect: function() {
// addPreset's scope should now be broken
GLab.ColorSlider.applyColorGradient(closured);
console.log(closured);
}
});
this.presetList[newIndex] = cg;
}
Just want to tell you, that I finally solved my problem by myself. It cost me almost 2 days (in the sparetime) to puzzling it out, but I think its worth that. At least my code remained elegant and I definitely got the whole thing with closures. Let's have a look:
My faulty code
Part 1 of 2:
function addPreset(cg) {
if (!(cg instanceof ColorGradient)) {
throw new TypeError("PresetManager: blablabla");
}
// calls the function in Part 2
var newIndex = this.listController.addItem(cg.getName(), {
onSelect: (function(cg2) {
return function() {
// addPreset's scope should now be broken
GLab.ColorSlider.applyColorGradient(cg2);
console.log(cg2);
}
})(cg)
});
this.presetList[newIndex] = cg;
}
Part 2 of 2:
// The method being called by this.listController.addItem(..)
function addItem(caption, args) {
var _this = this,
currIndex,
id,
newItem
itemSelectCb = (!!args && typeof args.onSelect == "function") ?
args.onSelect :
undefined;
currIndex = this.numOfItems;
id = this.ITEM_ID_PREFIX + currIndex;
newItem = this.$itemTemplate
.clone()
.text(caption)
.attr("id", id)
.bind("click", function(e) {
e.stopPropagation();
if (typeof itemSelectCb != "undefined") {
itemSelectCb();
}
_this._onSelect($(".ListWrapperItem").index(this));
})
.appendTo(this.$container);
this.numOfItems = $("." + this.DEFAULT_ITEM_CLASS, this.$container).length;
return currIndex;
}
The fixed code
The bug was in Part 2; when calld jQuery's bind-method for adding an click-event-listener I used an anonymous function (= new closure), but referenced itemSelectCb inside; so the anonymous function's scope stayed "connected" to the one of addItem. Everytime I called addItem, an other value were assigned toitemSelectCb what lead to the unknown sideeffect, that all references to itemSelect inside previously created anonymous functions are pointing to that value. What meant, that the last assigned value, had been used by all anonymous function.
To "break" the scope, all I had to do was to modify the lines of Part 2 where the event-handler for jQuery's bind was created. The fixed code looks then like this:
function addItem(caption, args) {
var _this = this,
currIndex,
id,
newItem
itemSelectCb = (!!args && typeof args.onSelect == "function") ?
args.onSelect :
undefined;
currIndex = this.numOfItems;
id = this.ITEM_ID_PREFIX + currIndex;
newItem = this.$itemTemplate
.clone()
.text(caption)
.attr("id", id)
.bind("click", (function(itemSelectCb) {
return function(e) {
e.stopPropagation();
if (typeof itemSelectCb != "undefined") {
itemSelectCb();
}
_this._onSelect($(".ListWrapperItem").index(this));
}
})(itemSelectCb))
.appendTo(this.$container);
this.numOfItems = $("." + this.DEFAULT_ITEM_CLASS, this.$container).length;
return currIndex;
}

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