It there a way to leave a function argument undeclared - javascript

I am looking for a way to declare a function without declaring one or more parameters. This would be used in cases where you're implementing a function where you don't care what the value of (for instance) the first argument is.
For example, given this function:
function foo(this_arg_is_unused, important_arg) {
doSomethingWith(important_arg);
}
Is there some way to declare it more like this?
function foo( , important_arg) {
doSomethingWith(important_arg);
}
I realize I could easily do this:
function foo() {
doSomethingWith(arguments[1]);
}
However that starts becoming less readable and it would be more difficult to (for instance) use fn.js to curry the arguments.
I'm currently thinking perhaps I could just use a visual mnemonic to indicate the argument is not used:
function foo(ø, important_arg) {
doSomethingWith(important_arg);
}
However this may also have readability issues.
Real world example:
The callback function used by jQuery's .each() takes two arguments, the first is either the index or property name in the array/object and the second is the value. To manipulate some div elements you might do something like this:
$($('div').each(function(index, value) {
console.log(value); // equivalent to doSomething(this)
}));
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div>Nothing here</div>
Using an arrow function (where using arguments[] is not possible)
$($('div').each((ø, value) => console.log(value)));
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div>Nothing here</div>

It there a way to leave a function argument undeclared?
No. Just omitting it is a syntax error.
Perhaps I could just use a visual mnemonic to indicate the argument is not used
Yes, that's the right way. The idiomatic name for unused parameters is the underscore _, known from other languages where it has a special meaning (and can even be used multiple times):
function foo(_, important_arg) {
Real world example: the callback function used by jQuery's .each()
Yes, jQuery has messed up the arguments order of the callback, usually the value goes first. In jQuery, the value goes in the zeroeth argument - the this value, so idiomatic jQuery is
$('div').each(function() {
console.log(this);
});
If you cannot use this for some reason, you will have to use the second parameter; there's no way around this.

You can't leave empty spaces in function arguments. A placeholder argument works well.
If you don't want to do that, you could write a higher-order function that wraps a function to expect a first, throwaway argument:
function withExtraArg(f, thisValue = null) {
return (x, ...args) => f.call(thisValue, ...args);
}
And write your function taking a natural number of arguments:
function withExtraArg(f, thisValue = null) {
return (x, ...args) => f.call(thisValue, ...args);
}
// your function
function log (value) {
console.log(value)
}
$($('div').each(withExtraArg(log)));
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div>Nothing here</div>

Related

Higher-order reduce() function

I want to abstract the function that gets passed into my arrays' reduce() functions to make the function a generic 'greatest of the Array reducer'. To achieve this, I want to then pass in different specific functions in the reduce() parameters to be able to specify the criteria for comparison. In my example, these are the lines
return players.reduce(topPlayerReducer, players[0], getThreePointerPercentage);
and
return players.reduce(topPlayerReducer, players[0], getReboundNumber);
where topPlayerReducer is a generic function passed to reduce() that finds the biggest item in an array based on some criteria. My criteria are the 3rd arguments. How can I incorporate my specific comparison functions (getThreePointerPercentage and getReboundNumber) so that I keep this level of abstraction? Right now, I'm getting the error that fn is not a function in topPlayerReducer. I'm not surprised by this, because my other functions aren't within the scope. I've also tried doing
var reboundReducer = topPlayerReducer.bind(getReboundNumber);
return gameInfo.players.reduce(reboundReducer, players[0]);}
but I've gotten the same error.
I realize I can achieve a result with making two different functions for reduce(), but that doesn't satisfy me. I want to know if there is a way to do it differently.
function getGuardWithMostThreePointers(gameInfo){
return players.reduce(topPlayerReducer, players[0], getThreePointerPercentage);
}
function getPlayerWithMostRebounds(gameInfo){
return players.reduce(topPlayerReducer, players[0], getReboundNumber);
}
function topPlayerReducer(topPlayer, currentPlayer, fn){
if (fn(currentPlayer) > fn(topPlayer)){
return currentPlayer;
} else {
return topRebounder;
}
}
function getReboundNumber(player){
return parseInt(player.rebounds_offensive) + parseInt(player.rebounds_defensive);
}
function getThreePointerPercentage(player){
return parseInt(player.three_pointers_made) / parseInt(player.three_pointers_attempted);
}
I would do it like so:
Change the implementation of topPlayerReducer so that it returns a function which compares two players, rather than comparing the players itself:
function topPlayerReducer(fn){
return function(topPlayer, currentPlayer) {
if (fn(currentPlayer) > fn(topPlayer)){
return currentPlayer;
} else {
return topPlayer;
}
}
}
Then you can call reduce like so:
return pointGuards.reduce(topPlayerReducer(getThreePointerPercentage), pointGuards[0]);
or
return gameInfo.players.reduce(topPlayerReducer(getReboundNumber), gameInfo.players[0]);
This way you can pass in a custom function with each different call you make to reduce, you just 'wrap it up' in topPlayerReducer first. I think this is what you were trying to achieve with bind.
FYI: I think what you were looking for from bind is something called partial application, where you take a function with multiple arguments, supply some but not all of the arguments, and get back a function which expects the remaining arguments.
You can do this with bind, but you have to remember:
that bind takes an extra argument which is bound to this within the function,
that the arguments you are 'pre-loading' will fill in from the left.
So your attempt to use bind would have worked if you'd made these changes:
// Make fn the leftmost parameter
function topPlayerReducer(fn, topPlayer, currentPlayer){
if (fn(currentPlayer) > fn(topPlayer)){
return currentPlayer;
} else {
return topRebounder;
}
}
// Add an extra 'null' argument to be bound to the `this` variable
return players.reduce(topPlayerReducer.bind(null, getReboundNumber), players[0])
For my money, the bind version just adds clutter in this situation. bind can be useful when you have functions which make use of this, though, and you need a way to change its value.

No concept of overloading in JavaScript

Check this fiddle or the code below:
function abc(s) {
console.log('in abc(s)');
}
function abc(s, t) {
console.log('in abc(s,t)');
}
abc('1');
The output of this question is always in abc(s,t)
Can someone please explain me whats going on here and why ?
In Javascript there is no overload concept.
You can however write a function that checks how many arguments have been passed by using the arguments value.
function foo(s, t) {
if (arguments.length == 2) {
...
} else {
...
}
}
all arguments that the function expects in the signature but that are not passed by the caller are received as undefined. You can also write variadic functions by simply accessing the n-th argument passed with arguments[i]. Note however that arguments is not a Javascript array, so not all array methods are available for it.
About being able to redefine the same function multiple times without errors things are a bit complex to explain because the rules are strange.
A simple explanation is you could think of is that function is an executable statement like it is in Python and so the last function definition wins. This would be wrong however because, differently from Python, the following is legal Javascript code:
console.log(square(12));
function square(x) { return x*x; }
i.e. you can call a function in lines that are preceding the definition (in a script: of course typing those two lines in a Javascript console wouldn't work).
A slightly more correct explanation is that the compiler first parses all the function definitions (last wins) and then starts executing the code. This mental model works if you don't put functions inside if because what happens in practice in that case is implementation dependent (and I'm not talking about crazy IE, but even that FF and Chrome will do different things). Just don't do that.
You can even use the form
var square = function(x) { return x*x; }
and in this case it's a simple assignment of a "function expression" to a variable that is executed when the flow passed through it (so it's ok to place different implementations of a function inside different if branches, but you cannot call the function before assigning it an implementation).
First, no method overload support in JavaScript (see #6502 workaround).
Second, to describe what you're experiencing, in JavaScript, the last declared function (with the same name) is invoked because the former has been overwritten, It relates to JavaScript Hoisting.
Try to reorder the functions declarations and see the output result again:
function abc(s, t) {
console.log('in abc(s,t)');
}
function abc(s) {
console.log('in abc(s)');
}
abc('1');
In javascript, there is only one function with any given name and if multiple functions with the same name are declared, the last one declared will be the one that is active.
You can however test the arguments that are passed to your function and implement many of the same types of behaviors that function overloading is designed to handle. In fact, in some cases you can do even more.
In your specific example:
function abc(s, t) {
// test to see if the t argument was passed
if (t !== undefined) {
console.log('was called as abc(s,t)');
} else {
console.log('was called as abc(s)');
}
}
abc('1'); // outputs 'was called as abc(s)'
abc('1', '2'); // outputs 'was called as abc(s,t)'
But, you can also get much, much more creative (and useful).
For example, the jQuery .css() method can be called five different ways.
.css( propertyName )
.css( propertyNames )
.css( propertyName, value )
.css( propertyName, function(index, value) )
.css( properties )
The code inside the .css() method examines the type and number of the arguments to figure out which way it is being called and therefore exactly what operation to carry out.
Let's look at how this could be done to figure out which of the 5 forms of this function are being used:
css: function(prop, value) {
// first figure out if we only have one argument
if (value === undefined) {
if (typeof prop === "string") {
// we have a simple request for a single css property by string name
// of this form: .css( propertyName )
} else if (Array.isArray(prop)) {
// we have a request for an array of properties
// of this form: .css( propertyNames )
} else if (typeof prop === "object") {
// property-value pairs of css to set
// of this form: .css( properties )
}
} else {
if (typeof value === "function") {
// of this form: .css( propertyName, function(index, value) )
} else {
// of this form: .css( propertyName, value )
}
}
}
You can also implement optional arguments. For example, jQuery's .hide() can accept many forms. One of the forms is .hide( [duration ] [, complete ] ) where both the duration and the completion function are optional. You can pass nothing, just a duration or both a duration and completion callback function. That could be implemented like this:
hide: function(duration, fn) {
// default the duration to zero if not present
duration = duration || 0;
// default the completion function to a dummy function if not present
fn = fn || function() {};
// now the code can proceed knowing that there are valid arguments for both
// duration and fn whether they were originally passed or not
}
I find one of the most useful ways of using these variable arguments are to allow code to support a variety of different argument types so that no matter what state your arguments are in, you can just pass them as you have them without having to convert them to some universal type. For example, in this implementation of a set object in javascript, the .add() method can take all of these different forms of arguments:
s.add(key)
s.add(key1, key2, key3)
s.add([key1, key2, key3])
s.add(key1, [key8, key9], key2, [key4, key5])
s.add(otherSet) // any other set object
s.add(arrayLikeObject) // such as an HTMLCollection or nodeList
This both accepts a variable number of arguments and it accepts a number of different types for each argument and it will adapt based on what is passed to it. So, you can initialize a set via a list of keys, an array of keys, from another set, from a pseudo array or any mixture of those types. Internally, the code just iterates through each argument that was passed to the function, checks the type of the argument and acts accordingly.
You can see the code here on GitHub for further info on how this is done.

Call a function with a variable number of arguments in JavaScript (similar to call())

I'm familiar with the way call(), which you can pass a variable number of arguments that will be loaded into a function's parameters when called. I'm trying to do something related where I recurse through nested set objects in RaphaelJS with forEach (analogous to jQuery's each), determine whether the child element is another set, and apply a function with a variable number of arguments if not. I want to make it generic so that I can apply any function, but make the functions that I pass have simple parameter constructors without having to access the arguments property of the function.
function recursiveFncApply(set, fnc, args) {
set.forEach(function(item) {
if (item.type == 'set') {
recurseApplyFncToSets(item, fnc, args);
} else {
fnc(item, args);
}
});
}
function translateOperation(element, operation, x, y)
// do stuff to element with operation, x, and y args without accessing
// accessing arguments property
}
recursiveFncApply(passedSet, translateOperation, [arg1, [arg2, ...]]);
I want to do this so that I can use multiple functions without having to repeat myself with code that determines arguments and properly assigns them before usage. I'm not sure whether there's some kind of functionality or language utility that I'm missing that would enable me to do this, or somehow to programmatically "construct" a function call from the remaining arguments passed to recursiveFncApply. Is this possible in JavaScript?
Clarification: I want to pass a variable number of arguments to my recursive function that will be passed to any function that I want to be applied to the contents of the sets my recursive function is working on. So I want to be able to make recursiveFncApply work generically with any function while still using an argument structure that works like a function being executed via call().
Say I have another function in addition to translateOperation:
function anotherFunction(element, differentArg) {
// do something with one argument
}
Ideally I could then use my recursiveFncApply in this way:
recursiveFncApply(passedSet, translateOperation, operation, x, y);
recursiveFncApply(passedSet, anotherFunction, singleArg);
As well as this way:
recursiveFncApply(passedSet, anotherFunction, singleArg);
I believe that this is similar to how call() works in that I could do:
anotherFunction.call(this, element, differentArg);
.. without having to change the structure of anotherFunction to sort out the arguments property, or pass an object/array.
It turns out that Felix King had the right idea/was the closest. I found a direct answer to my question as soon as I realized what I was actually trying to do, which is pass forward arguments from function to function (found the answer here). So I got this to work with this code:
function recursiveSetFncApply(set, fnc/*, variable */) {
var me = this;
var parentArgs = arguments;
set.forEach(function(element) {
if (element.type == 'set') {
parentArgs[0] = element;
me._recursiveSetFncApply.apply(me, parentArgs);
} else {
// Generate args from optional arguments and pass forward; put element in args at front
var args = Array.prototype.slice.call(parentArgs, 2);
args.unshift(element);
fnc.apply(element, args);
}
});
}
I make a reference to arguments with parentArgs because I need to update the set property in arguments before I pass it forward to the next recursive loop, otherwise I hit an infinite loop because it hasn't updated at all because it's using the original arguments set. I was under the impression that apply() will not actually pass forward arguments, but simply pop an array into the new function that you have to access by index--this isn't the case. When I used apply() on translateElementOperation, I had all the arguments I needed in their exact places. Here's the updated function I ran through the recursive apply:
function translateElementOperation(element, operation, x, y) {
var currentPath = element.attr('path');
translatedPath = Raphael.transformPath(currentPath, [operation, x, y]);
element.attr('path', translatedPath);
}
Thanks for the help, everyone!
Use .apply instead of .call
functionName.apply(element, [any, number, of, variables, ...]);
// instead of this
functionName.apply(element, set, of, variables, ...);
This is more useful like so:
var fnVars = [];// fill this anyway you want.
functionName.apply(element, fnVars);

Javascript: confuse about usage of function call method

I achieve a forEach function:
function forEach(arr, fn) {
for (var i = 0; i < arr.length; i++) {
fn.call({}, arr[i], i);
}
}
what I confused is about fn.call({}, arr[i], i);
the first parameter is pass empty just like above {} is better
or pass this in: fn.call(this, arr[i], i); is better?
Or it doesn't matter
It matters quite a bit. The first parameter to .call() is the value to be used for this inside the called function. Thus, it doesn't make sense to talk about what value is "better"; the right value to pass is the one you need in order for the called function to operate properly.
For example, if you want to call a function on the Array prototype, then the value of this inside that function has to be something that "feels like" an array (a "length" property and numerically-indexed properties). Thus:
var sneaky = {
"0": "hello",
"1": "world",
"length": 2
};
alert( Array.prototype.join.call(sneaky, " - ") ); // "hello - world"
That works because that function expects this to refer to the array to be joined.
There are as many other examples as there are functions that have expectations about this. In your sample code, passing {} gives the called function a this reference to that newly-created empty object. Will that work? I don't know, because that function could expect anything. There's no way to find out, either, except by looking at the code (or trusting documentation). If all you know is that it's some random arbitrary function, then {} is a reasonable guess, though undefined might be better, to force early failure.
Personally I would go with passing this. By passing {} you are limiting the flexibility of your function. You will never be able to bind another object to this function the way it is currently written. This won't work:
forEach.call(newContext, array, fn)
Neither will this:
forEach(array, fn.bind(newContext));
By binding {} inside your forEach you are adding unexpected behavior.

getting the name of a variable through an anonymous function

Is it possible to find the name of an anonymous function?
e.g. trying to find a way to alert either anonyFu or findMe in this code http://jsfiddle.net/L5F5N/1/
function namedFu(){
alert(arguments.callee);
alert(arguments.callee.name);
alert(arguments.callee.caller);
alert(arguments.caller);
alert(arguments.name);
}
var anonyFu = function() {
alert(arguments.callee);
alert(arguments.callee.name);
alert(arguments.callee.caller);
alert(arguments.caller);
alert(arguments.name);
}
var findMe= function(){
namedFu();
anonyFu();
}
findMe();
This is for some internal testing, so it doesn't need to be cross-browser. In fact, I'd be happy even if I had to install a plugin.
You can identify any property of a function from inside it, programmatically, even an unnamed anonymous function, by using arguments.callee. So you can identify the function with this simple trick:
Whenever you're making a function, assign it some property that you can use to identify it later.
For example, always make a property called id:
var fubar = function() {
this.id = "fubar";
//the stuff the function normally does, here
console.log(arguments.callee.id);
}
arguments.callee is the function, itself, so any property of that function can be accessed like id above, even one you assign yourself.
Callee is officially deprecated, but still works in almost all browsers, and there are certain circumstances in which there is still no substitute. You just can't use it in "strict mode".
You can alternatively, of course, name the anonymous function, like:
var fubar = function foobar() {
//the stuff the function normally does, here
console.log(arguments.callee.name);
}
But that's less elegant, obviously, since you can't (in this case) name it fubar in both spots; I had to make the actual name foobar.
If all of your functions have comments describing them, you can even grab that, like this:
var fubar = function() {
/*
fubar is effed up beyond all recognition
this returns some value or other that is described here
*/
//the stuff the function normally does, here
console.log(arguments.callee.toString().substr(0, 128);
}
Note that you can also use argument.callee.caller to access the function that called the current function. This lets you access the name (or properties, like id or the comment in the text) of the function from outside of it.
The reason you would do this is that you want to find out what called the function in question. This is a likely reason for you to be wanting to find this info programmatically, in the first place.
So if one of the fubar() examples above called this following function:
var kludge = function() {
console.log(arguments.callee.caller.id); // return "fubar" with the first version above
console.log(arguments.callee.caller.name); // return "foobar" in the second version above
console.log(arguments.callee.caller.toString().substr(0, 128);
/* that last one would return the first 128 characters in the third example,
which would happen to include the name in the comment.
Obviously, this is to be used only in a desperate case,
as it doesn't give you a concise value you can count on using)
*/
}
Doubt it's possible the way you've got it. For starters, if you added a line
var referenceFu = anonyFu;
which of those names would you expect to be able to log? They're both just references.
However – assuming you have the ability to change the code – this is valid javascript:
var anonyFu = function notActuallyAnonymous() {
console.log(arguments.callee.name);
}
which would log "notActuallyAnonymous". So you could just add names to all the anonymous functions you're interested in checking, without breaking your code.
Not sure that's helpful, but it's all I got.
I will add that if you know in which object that function is then you can add code - to that object or generally to objects prototype - that will get a key name basing on value.
Object.prototype.getKeyByValue = function( value ) {
for( var prop in this ) {
if( this.hasOwnProperty( prop ) ) {
if( this[ prop ] === value )
return prop;
}
}
}
And then you can use
THAT.getKeyByValue(arguments.callee.caller);
Used this approach once for debugging with performance testing involved in project where most of functions are in one object.
Didn't want to name all functions nor double names in code by any other mean, needed to calculate time of each function running - so did this plus pushing times on stack on function start and popping on end.
Why? To add very little code to each function and same for each of them to make measurements and calls list on console. It's temporary ofc.
THAT._TT = [];
THAT._TS = function () {
THAT._TT.push(performance.now());
}
THAT._TE = function () {
var tt = performance.now() - THAT._TT.pop();
var txt = THAT.getKeyByValue(arguments.callee.caller);
console.log('['+tt+'] -> '+txt);
};
THAT.some_function = function (x,y,z) {
THAT._TS();
// ... normal function job
THAT._TE();
}
THAT.some_other_function = function (a,b,c) {
THAT._TS();
// ... normal function job
THAT._TE();
}
Not very useful but maybe it will help someone with similar problem in similar circumstances.
arguments.callee it's deprecated, as MDN states:
You should avoid using arguments.callee() and just give every function
(expression) a name.
In other words:
[1,2,3].forEach(function foo() {
// you can call `foo` here for recursion
})
If what you want is to have a name for an anonymous function assigned to a variable, let's say you're debugging your code and you want to track the name of this function, then you can just name it twice, this is a common pattern:
var foo = function foo() { ... }
Except the evaling case specified in the MDN docs, I can't think of any other case where you'd want to use arguments.callee.
No. By definition, an anonymous function has no name. Yet, if you wanted to ask for function expressions: Yes, you can name them.
And no, it is not possible to get the name of a variable (which references the function) during runtime.

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