Assigning callback events from an array of strings (PIXI.js) - javascript

all. I have kind of a doozy of a problem, that could be solved really simply, if I just wanted to duplicate the code. I mean, really, it's a small part of a project that I'm doing just to see if I can, more than anything else, but it is bothering me since I've thought it up.
The Project
For fun, I've decided to take someone's ActionScript 3, text-based game engine and convert it to TypeScript and ultimately JavaScript using PixiJS.
The thing is, there are still 20213 errors to be fixed running tsc, so I could just leave this to a later date. But I was working on the Button class, which they defined as a subclass of MovieClip. That's fine; I just responded by reading up on PIXI buttons, and they seem fairly straightforward. Just, in the button's constructor, add something akin to the following lines:
export class Button extends PIXI.Sprite {
private _callback : Function;
private _height : number;
private _width : number;
public get callback() : Function { return this._callback; }
public set callback(fn : Function) {this._callback = fn; }
public get height() : number { return this._height; }
public set height(h : number) {this._height = h; }
public get width() : number {return this._width; }
public set width(w : number) {this._width = w; }
public constructor(width = 180, height = 90, callback: Function = null){
super(new PIXI.Texture(new PIXI.BaseTexture(GLOBAL.BTN_BACK, PIXI.SCALE_MODES.NEAREST)));
this.callback = callback;
this.width = width;
this.height = height;
this.buttonMode = true;
this.interactive = true;
this.anchor.set(0.5);
this.on('mousedown', this.callback)
.on('touchstart', this.callback);
}
}
That's a bit of a simplified version, and the version I did on Codepen uses a Container and a private _sprite field instead (as well as a ColorMatrixFilter that doesn't work too well on the black icons I picked out, but that's not really important for this question), but that's roughly the gist of how it's done.
The Problem
The problem is that, in the codepen, I'd like to do the following:
// assign `this.callback` to each of the following events:
let that = this;
['click','mousedown','touchstart'].map(evt => that.on(evt, that.callback});
with a simple call being passed in their constructors elsewhere:
for (let n = 0; n < 5; ++n){
btnArray.push(new Button(16, 16, () => console.info('You pushed button %d', n)));
}
but I'm not getting anything from them, even in the Chrome Console. I even logged that ColorMatrixFilter I mentioned earlier, to see if it was console.info that was wrong. Nope. So now, I'm confused on that. I was hoping to be able to just make a GLOBAL (a legacy static object from the AS source) key to iterate through for the events, but it looks like that's not happening.
The Questions
Is what I'm trying to do feasible, if odd? Is it blocked by a security feature (for which I'd be grateful)? If not, what am I doing wrong?
Should I even worry about setting all these different event handlers, or is just listening to click enough?

When an arrow function like your event map is executed the this context is not set, so any code that references this is going to get the current value, including any functions your map calls.
Replace your event map with the following:
['click','mousedown','touchstart'].map(function(evt) { that.on(evt, that.callback} } );
A demonstration:
function Named(x) {
this.name = x;
}
var foo = new Named("foo");
var bar = new Named("bar");
var showFunc = function show() {
// this is context dependant
console.log(this.name);
}
var showArrow;
// this is the window
showArrow = () => console.log(this.name);
var fooShowArrow;
(function() {
// this is foo
that = this;
fooShowArrow = () => console.log(that.name);
}).apply(foo);
var example = function(func) {
// For the demo, at this point, this will always be bar
func.apply(this, [ "arbitrary value" ]);
}
// explicitly set the current "this" to bar for the execution of these functions
example.apply(bar, [showFunc]); // works
example.apply(bar, [showArrow]); // fails, this is still the window
example.apply(bar, [fooShowArrow]); // fails, this is still foo

Related

Create instance of object/function convert JavaScript to TypeScript

Having this function I need to create a new instance of it. Everything works fine in JavaScript but how to I convert it to TypeScript?
function Calendar(selector, events) {
this.el = document.querySelector(selector);
this.events = events;
this.current = moment().date(1);
this.draw();
var current = document.querySelector('.today');
if(current) {
var self = this;
window.setTimeout(function() {
self.openDay(current);
}, 500);
}
}
var calendar = new Calendar('#calendar', data);
var calendar = new Calendar('#calendar', data);
It is true that anything that works in JavaScript will work in TypeScript, but that just means that the TypeScript compiler will output your JavaScript more or less untouched, possibly spitting out a bunch of warnings on the way. If you just ignore the errors, things will still work.
But assuming you want to leverage the power of TypeScript, you should start changing things. Let's start.
First, you should install the typings from Moment.js in your project, probably by running npm install moment from your project folder.
Then, I usually like to turn on all the --strictXXX compiler flags (I think you can just use --strict) to get the maximum number of warnings to ignore and/or fix.
Okay, now: the ES6/TypeScript idiom for a constructible thing is to use a class. Here's a look at some modifications I made, with some inline comments:
import * as moment from 'moment';
class Calendar {
// a Calendar has an el property which is a possibly null DOM element:
el: Element | null;
// a Calendar has a current property which is a Moment:
current: moment.Moment;
// a Calendar has an events property which is an array of Event:
events: Event[];
// the constructor function is what gets called when you do new Calendar()
// note that I assume selector is a string and events is an array of Event
constructor(selector: string, events: Event[]) {
this.el = document.querySelector(selector);
this.events = events;
this.current = moment().date(1);
this.draw();
var current = document.querySelector('.today');
if (current) {
var self = this;
window.setTimeout(function() {
self.openDay(current);
}, 500);
}
}
draw() {
// needs an implementation
}
openDay(day: Element | null) {
// needs an implementation
}
}
declare let data: Event[]; // need to define data
var calendar = new Calendar('#calendar', data);
You need to implement the draw() and openDay() methods which are presumably part of the Calendar.prototype. I put stubs for them in there. You also need to define data, which is (I'm guessing) an array of events (if it's something else you need to change the type of events.
If you look at the compiled JavaScript output from the above, you'll see that it's more or less the same as what you had. But now, of course, TypeScript is happy to let you call new Calendar(...).
There are more changes you can make, of course. For example, you can use parameter properties and remove the this.events = events; line. Or you can use property initializers and move the this.current = ... out of the constructor function and into the property declaration. Et cetera.
But this should hopefully be enough to get you started. Good luck!

Private variable not staying private in JS module

After reading the following article,
http://javascriptplayground.com/blog/2012/04/javascript-module-pattern/
I have decided to start implementing modules in my JS.
Unfortunately, the module I am using does not seem to be keeping the private variable private,
var popoverOptionsModule = (function() {
var _stopAskingList = [];
var addToStopAskingList = function(itemToAdd) {
if (_stopAskingList.indexOf(itemToAdd) === -1){
_stopAskingList.push(itemToAdd);
}
}
var getStopAskingList = function() {
return _stopAskingList;
}
return {
addToStopAskingList: addToStopAskingList,
getStopAskingList: getStopAskingList,
};
})();
popoverOptionsModule._stopAskingList = 4;
console.log(popoverOptionsModule._stopAskingList);
As you can see, I am able to change the value of
popoverOptionsModule._stopAskingList and log the update to the console... I thought this was not supposed to happen. Thanks for your help!
JS is completely dynamically typed, so when you have the line
popoverOptionsModule._stopAskingList = 4;
You've just created this variable and assigned it a value, hence why the next line succeeds. If you didn't have this line, then the subsequent console.log would report undefined. This code would work too
popoverOptionsModule._abc = 4;
console.log(popoverOptionsModule._abc);
Remember that this isn't actually a private variable in the same way that OO languages implement protection levels, rather it's just an API pattern that attempts to hide it from the caller.

make object sub-prototype have context of parent object

This may be a duplicate, and if so, I apologize. I've looked through a few questions and haven't found one that quite matches my situation (which maybe a bad sign to begin with).
I've got a class, say RandomClass, that is defined as follows
function RandomClass(id){
this._id = id;
}
RandomClass.prototype.getID = function(){
return this._id;
}
var rc = new RandomClass(1);
rc.getID(); //returns 1, as expected
Say I want to define a set of handlers, and keep them in a sub-object (while continuing to use prototype) of RandomClass. My knowledge of prototypes is somewhat limited, so apologies if this next bit is extremely bad form.
RandomClass.prototype.handlers = {};
RandomClass.prototype.handlers.HandlerOne = function(){
console.log("Handler one calling from ID: "+this._id);
//the context is not the context of RandomClass, but of RandomClass.prototype.handlers!
}
rc.handlers.HandlerOne(); //prints "Handler one calling from ID: unknown"
Again, maybe this is bad form, but I have several handlers which need to be called and doing things this way simplifies the code to:
var handler = "one of many many handlers returned from an ajax request";
rc.handlers[handler]();
So, my question is how do I make HandlerOne's context be the context of RandomClass rather than of handlers? I'd like to continue to use prototypes, because then they are not cloned multiple times (as in the following example):
function RandomClass(id){
this._id = id;
this._handlers = {};
}
function HandlerOne(){
console.log("Handler one calling from ID: "+this._id);
}
var rc = new RandomClass(1);
rc._handlers["HandlerOne"] = HandlerOne.bind(rc);
rc._handlers["HandlerOne"]() //prints as expected, but I believe performance is much worse here
Could satisfy to you do this, instead of bind the context try to pass it as a parameter.
function RandomClass(id){
this._id = id;
this._handlers = {};
}
function HandlerOne(instance){
var parentScope = instance;
console.log("Handler one calling from ID: "+parentScope._id);
}
//call it like this
var rc = new RandomClass(1);
rc._handlers["HandlerOne"] = HandlerOne;
rc._handlers["HandlerOne"](rc)
You could simply make Handlers it's own class. Note that you should not access private members from outside the class like I did in the exemple below. You must expose the correct public API to make objects work together without violating encapsulation.
function RandomClass(id){
this._id = id;
this.handlers = new Handlers(this);
}
function Handlers(randomClassInstance) {
this._randomClassInstance = randomClassInstance;
}
Handlers.prototype = {
constructor: Handlers,
handlerOne: function () {
console.log("Handler one calling from ID: "+ this._randomClassInstance._id);
}
};
Then you can do:
var rnd = new RandomClass('test');
rnd.handlers.handlerOne(); //Handler one calling from ID: test
Both answers submitted at this point are good alternatives (that I would say are acceptable), but I've decided to take another route (that lead to the least amount of modification to my code :)).
Similar to #BlaShadow's answer, rather than passing the context and setting a parentScope variable, I simply use Javascript's function.call() method to pass the correct context.
function RandomClass(id){
this._id = id;
}
function.prototype.handlers = {}
function.prototype.handlers.HandlerOne = function(data){
console.log("Handler one calling from ID: "+this._id+" with data: "+data);
}
var rc = new RandomClass(1);
rc.handlers.HandlerOne.call(rc, {"some": "data"});
//prints "Handler one calling from ID: 1 with data { "some" : "data" }

Javascript / Why mycode is not synchronous

I have discover that a custom code is not syncronous as I thought.
I have this pseudo code:
ObjectA = function ()
{
var pointer;
var value =[];
this.set_pointer = function (p) {pointer = p;}
this.return_value = function () {return value[pointer];}
}
ObjectB = function ()
{
var SCOPE = this;
var OBJ = new ObjectA();
....
this.reset = function ()
{ OBJ.set_pointer(0);}
this.draw = function (what)
{
SCOPE.update();
OBJ.set_pointer(from);
OBJ.get_value();
// do somethings with Three.js
// draw some lines and some little pointclouds.
// do some things
// update two text elements
}
}
Main = new ObjectB();
Main.draw(7);
Main.reset();
ObjectA is using arraybuffers, dataviews and typedarrays.
ObjectB is using Three.js to draw some very symple 3D things.
The problem is inside 'draw'.
OBJ.get_value(); is using the pointer value 0 (zero) instead 7.
Abnormally (as I think) main.draw(7) is not executed first and later Main.reset(); It seems that Main.reset() is inmediatelly executed, so I have 0 (zero)
I'm not going to wait any DOM synchronism.
What can be the reason of this bechaviour?. Maybe the Three,js use ? The OOP style I'm using ?
Is there any way to check why is this happen?
Any idea would be appreciated
NOTE: Sorry for use the Three.js tag.
SOLVED
I have found the reason (or I think ) of a NO synchonism
Sometimes 'this' could be pointing to 'window' instead of the self instance of your object.
Sometimes, a bad use of this (when it is 'window') can raise an error you have not taken into account. Then a next line of code can be executed, and sometimes you can have the impression of an incorrect (not syncronous) operation.
So.... review the bad use of 'this'....

Javascript function objects

I edited the question so it would make more sense.
I have a function that needs a couple arguments - let's call it fc(). I am passing that function as an argument through other functions (lets call them fa() and fb()). Each of the functions that fc() passes through add an argument to fc(). How do I pass fc() to each function without having to pass fc()'s arguments separately? Below is how I want it to work.
function fa(fc){
fc.myvar=something
fb(fc)
}
function fb(fc){
fc.myothervar=something
fc()
}
function fc(){
doessomething with myvar and myothervar
}
Below is how I do it now. As I add arguments, it's getting confusing because I have to add them to preceding function(s) as well. fb() and fc() get used elsewhere and I am loosing some flexibility.
function fa(fc){
myvar=something
fb(fc,myvar)
}
function fb(fc,myvar){
myothervar=something
fc(myvar,myothervar)
}
function fc(myvar,myothervar){
doessomething with myvar and myothervar
}
Thanks for your help
Edit 3 - The code
I updated my code using JimmyP's solution. I'd be interested in Jason Bunting's non-hack solution. Remember that each of these functions are also called from other functions and events.
From the HTML page
<input type="text" class="right" dynamicSelect="../selectLists/otherchargetype.aspx,null,calcSalesTax"/>
Set event handlers when section is loaded
function setDynamicSelectElements(oSet) {
/**************************************************************************************
* Sets the event handlers for inputs with dynamic selects
**************************************************************************************/
if (oSet.dynamicSelect) {
var ySelectArgs = oSet.dynamicSelect.split(',');
with (oSet) {
onkeyup = function() { findListItem(this); };
onclick = function() { selectList(ySelectArgs[0], ySelectArgs[1], ySelectArgs[2]) }
}
}
}
onclick event builds list
function selectList(sListName, sQuery, fnFollowing) {
/**************************************************************************************
* Build a dynamic select list and set each of the events for the table elements
**************************************************************************************/
if (fnFollowing) {
fnFollowing = eval(fnFollowing)//sent text function name, eval to a function
configureSelectList.clickEvent = fnFollowing
}
var oDiv = setDiv(sListName, sQuery, 'dynamicSelect', configureSelectList); //create the div in the right place
var oSelected = event.srcElement;
if (oSelected.value) findListItem(oSelected)//highlight the selected item
}
Create the list
function setDiv(sPageName, sQuery, sClassName, fnBeforeAppend) {
/**************************************************************************************
* Creates a div and places a page in it.
**************************************************************************************/
var oSelected = event.srcElement;
var sCursor = oSelected.style.cursor; //remember this for later
var coords = getElementCoords(oSelected);
var iBorder = makeNumeric(getStyle(oSelected, 'border-width'))
var oParent = oSelected.parentNode
if (!oParent.id) oParent.id = sAutoGenIdPrefix + randomNumber()//create an ID
var oDiv = document.getElementById(oParent.id + sWindowIdSuffix)//see if the div already exists
if (!oDiv) {//if not create it and set an id we can use to find it later
oDiv = document.createElement('DIV')
oDiv.id = oParent.id + sWindowIdSuffix//give the child an id so we can reference it later
oSelected.style.cursor = 'wait'//until the thing is loaded
oDiv.className = sClassName
oDiv.style.pixelLeft = coords.x + (iBorder * 2)
oDiv.style.pixelTop = (coords.y + coords.h + (iBorder * 2))
XmlHttpPage(sPageName, oDiv, sQuery)
if (fnBeforeAppend) {
fnBeforeAppend(oDiv)
}
oParent.appendChild(oDiv)
oSelected.style.cursor = ''//until the thing is loaded//once it's loaded, set the cursor back
oDiv.style.cursor = ''
}
return oDiv;
}
Position and size the list
function configureSelectList(oDiv, fnOnClick) {
/**************************************************************************************
* Build a dynamic select list and set each of the events for the table elements
* Created in one place and moved to another so that sizing based on the cell width can
* occur without being affected by stylesheet cascades
**************************************************************************************/
if(!fnOnClick) fnOnClick=configureSelectList.clickEvent
if (!oDiv) oDiv = configureSelectList.Container;
var oTable = getDecendant('TABLE', oDiv)
document.getElementsByTagName('TABLE')[0].rows[0].cells[0].appendChild(oDiv)//append to the doc so we are style free, then move it later
if (oTable) {
for (iRow = 0; iRow < oTable.rows.length; iRow++) {
var oRow = oTable.rows[iRow]
oRow.onmouseover = function() { highlightSelection(this) };
oRow.onmouseout = function() { highlightSelection(this) };
oRow.style.cursor = 'hand';
oRow.onclick = function() { closeSelectList(0); fnOnClick ? fnOnClick() : null };
oRow.cells[0].style.whiteSpace = 'nowrap'
}
} else {
//show some kind of error
}
oDiv.style.width = (oTable.offsetWidth + 20) + "px"; //no horiz scroll bars please
oTable.mouseout = function() { closeSelectList(500) };
if (oDiv.firstChild.offsetHeight < oDiv.offsetHeight) oDiv.style.height = oDiv.firstChild.offsetHeight//make sure the list is not too big for a few of items
}
Okay, so - where to start? :) Here is the partial function to begin with, you will need this (now and in the future, if you spend a lot of time hacking JavaScript):
function partial(func /*, 0..n args */) {
var args = Array.prototype.slice.call(arguments, 1);
return function() {
var allArguments = args.concat(Array.prototype.slice.call(arguments));
return func.apply(this, allArguments);
};
}
I see a lot of things about your code that make me cringe, but since I don't have time to really critique it, and you didn't ask for it, I will suggest the following if you want to rid yourself of the hack you are currently using, and a few other things:
The setDynamicSelectElements() function
In this function, you can change this line:
onclick = function() { selectList(ySelectArgs[0], ySelectArgs[1], ySelectArgs[2]) }
To this:
onclick = function() { selectList.apply(null, ySelectArgs); }
The selectList() function
In this function, you can get rid of this code where you are using eval - don't ever use eval unless you have a good reason to do so, it is very risky (go read up on it):
if (fnFollowing) {
fnFollowing = eval(fnFollowing)
configureSelectList.clickEvent = fnFollowing
}
And use this instead:
if(fnFollowing) {
fnFollowing = window[fnFollowing]; //this will find the function in the global scope
}
Then, change this line:
var oDiv = setDiv(sListName, sQuery, 'dynamicSelect', configureSelectList);
To this:
var oDiv = setDiv(sListName, sQuery, 'dynamicSelect', partial(configureSelectListAlternate, fnFollowing));
Now, in that code I provided, I have "configureSelectListAlternate" - that is a function that is the same as "configureSelectList" but has the parameters in the reverse order - if you can reverse the order of the parameters to "configureSelectList" instead, do that, otherwise here is my version:
function configureSelectListAlternate(fnOnClick, oDiv) {
configureSelectList(oDiv, fnOnClick);
}
The configureSelectList() function
In this function, you can eliminate this line:
if(!fnOnClick) fnOnClick=configureSelectList.clickEvent
That isn't needed any longer. Now, I see something I don't understand:
if (!oDiv) oDiv = configureSelectList.Container;
I didn't see you hook that Container property on in any of the other code. Unless you need this line, you should be able to get rid of it.
The setDiv() function can stay the same.
Not too exciting, but you get the idea - your code really could use some cleanup - are you avoiding the use of a library like jQuery or MochiKit for a good reason? It would make your life a lot easier...
A function's properties are not available as variables in the local scope. You must access them as properties. So, within 'fc' you could access 'myvar' in one of two ways:
// #1
arguments.callee.myvar;
// #2
fc.myvar;
Either's fine...
Try inheritance - by passing your whatever object as an argument, you gain access to whatever variables inside, like:
function Obj (iString) { // Base object
this.string = iString;
}
var myObj = new Obj ("text");
function InheritedObj (objInstance) { // Object with Obj vars
this.subObj = objInstance;
}
var myInheritedObj = new InheritedObj (myObj);
var myVar = myInheritedObj.subObj.string;
document.write (myVar);
subObj will take the form of myObj, so you can access the variables inside.
Maybe you are looking for Partial Function Application, or possibly currying?
Here is a quote from a blog post on the difference:
Where partial application takes a function and from it builds a function which takes fewer arguments, currying builds functions which take multiple arguments by composition of functions which each take a single argument.
If possible, it would help us help you if you could simplify your example and/or provide actual JS code instead of pseudocode.

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