add functions to javascript / JQuery object - javascript

$(".box").each(function(){
$(this).distance_left = function() {
return $(this).offset().left - $(this).parent().offset().left;
}
$(this).distance_top = function() {
return $(this).offset().top - $(this).parent().offset().top;
}
});
When I call distance_left or distance_top on a .box object, I simply get a box.distance_left is not a function. Why?

You will need to extend the prototype:
$.fn.distance_left = function() { return -1; };
and then you can use it on all jQuery objects:
$('#myId').distance_left(); // -1
Anyway for your particually case you can use
$(this).position().left;
$(this).position().top;

Because each time you create a jQuery wrapper a new object is returned, so even though you assign the properties to a wrapper instance it won't be available in another one.
One easy way to test it is compare $(this) == $(this) which will return false.
Demo: Fiddle
The solution here is to use a plugin model as given below.
$.fn.distance_left = function () {
return $(this).offset().left - $(this).parent().offset().left;
}
$.fn.distance_top = function () {
return $(this).offset().top - $(this).parent().offset().top;
}

You could do
var that = $(this);
Because this frequently changes when changing scope by using a new function, you cannot simply access the original value by using it. Aliasing it to that allows you still to access the original value of this.
So your code would be
$(".box").each(function(){
var that=$(this);
that.distance_left = function() {
return that.offset().left - that.parent().offset().left;
}
that.distance_top = function() {
return that.offset().top - that.parent().offset().top;
}
});

Related

Pure functions vs object oriented Javascript

After reading this article regarding pure functions it seems to me that when working when object oriented JavaScript the concept of pure functions doesn't seem to be as simple to implement unless you want to end up calling functions with plenty of arguments or with an array of them.
Lets say I have the following function within a Javascript object.
function demo() {
var self = this;
//fixed in some other method
self.order.owner = null;
self.selectedEvent() = null;
self.order.booking_id = null;
self.order.order_id = null;
self.details = null;
self.notification = null;
self.notifyDesk = null;
self.additionalText = null;
//WILL THIS FUNCTION BE PURE?
self.test = function() {
if (self.order.owner && self.selectedEvent()) {
return true;
}
else if(self.order.booking_id == '4000' || !self.isValid(self.order.order_id) ){
return false;
}
return self.whatever;
};
return self;
}
var myDemo = new Demo();
//whatever other actions over the demo object here
console.log( myDemo.test() );
The method addOrder It is making use of 5 variables outside the function scope and belonging to the object scope.
That's not what I understood to be a "pure" function, but unless we want to call addOrder with 5 parameters, or a single array parameter with 5 elements, it doesn't seem to me we can get a pure Javascript function out of it.
This happens quite often in OO Javascript and accessing the object properties is something pretty common ?
What am I missing? Please delight me!
A pure function is one which for any input x will always produce the same output y and does not change any state. As long as the function does not break those principles, it's a pure function.
Here's an example showcasing the difference between a pure function and some impure functions:
var rect = {
width: 2,
height: 4
};
function areaPure(rectangle) {
return rectangle.width * rectangle.height;
}
function areaImpureMutate(rectangle) {
rectangle.area = rectangle.width * rectangle.height;
}
function areaImpureOuterState() {
// Uses variable declared outside of scope
return rect.width * rect.height;
}
console.log('pure:', areaPure(rect)); // no side effects
// Mutates state
areaImpureMutate(rect);
console.log('mutated:', rect.area);
// Relies on mutable state
rect.height = 5;
console.log('mutable state:', areaImpureOuterState(rect));
rect.width = 5;
console.log('mutable state:', areaImpureOuterState(rect));
The hard-and-fast rule for pure functions is that if I give you the same input regardless of the state of the rest of the program, it will always give me the same output and not mutate the state of the program directly.
So you could rewrite your test function like this to make it almost pure:
function test(obj) {
if (obj.order.owner && obj.selectedEvent()) {
return true;
}
else if(obj.order.booking_id == '4000' || !obj.isValid(obj.order.order_id) ){
return false;
}
return obj.whatever;
};
There's one problem with it: obj.selectedEvent() is an impure function which taints this pure function.

Extend jQuery Plugin with additional function / override function

I need to extend a jQuery Plugin (https://github.com/idiot/unslider) in order to add additional behavior with another public method.
(function(){
// Store a reference to the original remove method.
var originalMethod = $.fn.unslider;
// Define overriding method.
$.fn.unslider = function(){
// Execute the original method.
originalMethod.apply( this, arguments );
console.log( "Override method" );
function test() {
console.log("test called");
}
this.each(function() {
// Operations for each DOM element
console.log("each dom element?");
}).data('unslider', {
// Make test accessible from data instance
test: test
});
return this;
}
})(jQuery);
I already managed to make the public method accessible when calling
var slider = $('#slider');
slider.data('unslider').test();
However, I want to keep the old behavior of unslider anyways, but extend the Plugin with another function. Does anyone have an idea?
I created a fiddle, so you can check whats happening:
My new function gets called, but the old ones are gone:
http://jsfiddle.net/b2os4s7e/1/
If you look at the source of unslider, you can see it stores the Unslider instance inside the data:
// Enable multiple-slider support
return this.each(function(index) {
// Cache a copy of $(this), so it
var me = $(this),
key = 'unslider' + (len > 1 ? '-' + ++index : ''),
instance = (new Unslider).init(me, o);
// Invoke an Unslider instance
me.data(key, instance).data('key', key);
});
In your code you're overwriting this object with your own object. However, the slider expects there to be an Unslider instance. So what you want to do is get this instance and then extend it with your own functions:
var key = $(this).data('key');
var obj = $(this).data(key);
obj.test = function() { console.log('Working!'); };
See http://jsfiddle.net/b2os4s7e/2/
Just define:
$fn.unslider2 = function() { ... }
With any name and behaviour you like.
For extend JQuery should use .fn.extend
(function($){
$.fn.extend({
helloworld: function(message){
return this.each(function(){
$(this).click(function(){
alert(message);
});
});
}
});
})(jQuery)
the object .fn.extend is used for extend funcionality of jQuery
Thanks for your answers! I did it this way:
(function($){
var originalMethod = $.fn.unslider;
$.fn.extend({
unslider: function(o) {
var len = this.length;
var applyMethod = originalMethod.apply( this, arguments );
var key = applyMethod.data('key');
var instance = applyMethod.data(key);
// Cache a copy of $(this), so it
var me = $(this);
if (instance) {
instance.movenext = function (callback) {
return instance.stop().to(instance.i + 1, callback);
};
instance.moveprev = function (callback) {
return instance.stop().to(instance.i - 1, callback);
};
}
return applyMethod.data(key, instance);
}
});
})(jQuery)
The key was to address the data attribute as sroes suggested.
Moreover i needed to apply the original method, since i need the old methods.

JavaScript/jQuery variable scope in class (this)

I'm writing simple slider for my website. This slider contains list items. I want to use OOP approach.
My actual code:
var miniSlider = function(objId)
{
this.obj = $("#" + objId);
this.obj.settings = [];
this.obj.settings['items'] = $('ul li', this.obj).length;
this.pagerNext = this.obj.find("i.next");
this.pagerPrev = this.obj.find("i.prev");
this.pagerNext.on("click", function() {
alert(this.obj.settings['items']);
});
};
I can invoke a few other sliders (yes, that's why I introduced a class):
miniSlider("mini-slider");
The problem is that when I'm in jQuery this.pagerNext.on("click", function() { }); this is no longer my object but - it's become a clicked element. How can I access this.obj.settings after click in a well done way (and with multi sliders support)?
EDIT:
Here is a full code created with a cooperation with SOF community :)
var MiniSlider = function(objId)
{
this.obj = $("#" + objId);
this.obj.settings = {
items: $("ul li", this.obj).length,
autoChangeTime: 8000
};
this.obj.activeElement = null;
this.pagerNext = this.obj.find("i.next");
this.pagerPrev = this.obj.find("i.prev");
var self = this;
this.pagerNext.on("click", function() {
self.obj.activeElement = $('li.active', self.obj);
if(self.obj.settings.items > 0)
{
if(self.obj.activeElement.is(':last-child'))
{
$('li.active', self.obj).removeClass('active');
$('li', self.obj).first().addClass('active');
}
else
{
self.obj.activeElement.next().addClass('active').prev().removeClass('active');
}
}
});
this.pagerPrev.on("click", function()
{
self.obj.activeElement = $('li.active', self.obj);
if(self.obj.settings.items > 0)
{
if(self.obj.activeElement.is(':first-child'))
{
self.obj.activeElement.removeClass('active');
$('li', self.obj).last().addClass('active');
}
else
{
self.obj.activeElement.prev().addClass('active').next().removeClass('active');
}
}
});
this.obj.parent().on('mouseenter mouseleave', function(e) {
if (e.type == 'mouseenter')
{
$(this).addClass('stop');
}
else
{
$(this).removeClass('stop');
}
});
setInterval(function() {
if(self.obj.settings.items > 0 && !self.obj.parent().hasClass("stop"))
{
self.pagerNext.click();
}
}, this.obj.settings.autoChangeTime);
};
and invoke:
new MiniSlider("mini-slider");
Alex gave you the solution to the this problem in your callback, but there is another problem in your code.
You are calling the miniSlider() function without a new operator:
miniSlider("mini-slider");
That means that inside the function, this is not a unique object, but is actually the window object!
You need to use the new operator to create an individual object for each call:
new miniSlider("mini-slider");
But you should also change the name of this function to follow the JavaScript convention that constructors begin with a capital letter. Call it MiniSlider and use it like so:
new MiniSlider("mini-slider");
If you follow this convention (which most experienced JavaScript programmers do), it will help you remember when to use new. If the function begins with a capital letter, it's a constructor and you need to use new with it. Otherwise, you don't.
If you'd like to be able to use your constructor without new, that is also possible with a bit more code, e.g.:
function MiniSlider( objId ) {
if( this == window ) return new MiniSlider( objId );
// the rest of your constructor code goes here
}
But generally people don't bother with that and just use the initial capital letter on the constructor as a reminder to use new.
Also, as a suggestion, I like to use a meaningful name when I save this in a variable, and then I use that name consistently instead of using this at all. Doing it this way it might look like:
var miniSlider = function(objId) {
var slider = this;
slider.obj = $("#" + objId);
slider.obj.settings = [];
slider.obj.settings['items'] = $('ul li', slider.obj).length;
slider.pagerNext = slider.obj.find("i.next");
slider.pagerPrev = slider.obj.find("i.prev");
slider.pagerNext.on("click", function() {
alert(slider.obj.settings['items']);
});
};
Why do I prefer that approach over using this in most places and another variable like self where you need it? This way I don't have to remember which to use: I can always use slider in the code instead of this. (Of course you could use self or any other name; I just like to have a more meaningful name if I'm going to the trouble of making up a name at all.)
Another minor problem in the code is in these two statements:
slider.obj.settings = [];
slider.obj.settings['items'] = $('ul li', slider.obj).length;
You shouldn't use an Array when you are going to be giving it named properties like this. Use an Object instead. Arrays should only be used when you have numeric indexes like 0, 1, 2, etc. And with an object literal you can set the property at the same time:
slider.obj.settings = {
items: $('ul li', slider.obj).length
};
Also, when you use that property:
alert(slider.obj.settings['items']);
you can write it more simply as:
alert(slider.obj.settings.items);
Either way it does the same thing.
Save a reference to this in a local variable, and use that variable instead of this in the nested function.
var self = this;
this.pagerNext.on("click", function() {
alert(self.obj.settings['items']);
});

Incorporate window.onresize into OO JS class

I'm just trying to structure my Javascript better and wondering how to incorporate window.onresize into the returned object, like so:
var baseline = function(){
var tall, newHeight, target, imgl, cur, images = [];
return {
init: function(selector, target){
this.images = document.querySelectorAll(selector);
this.target = target;
this.setbase(this.images);
window.onresize = this.setbase(this.images);
},
setbase: function(imgs){
this.imgl = imgs.length;
if(this.imgl !== 0){
while(this.imgl--){
this.cur = imgs[this.imgl];
this.cur.removeAttribute("style");
this.tall = this.cur.offsetHeight;
this.newHeight = Math.floor(this.tall / this.target) * this.target;
this.cur.style.maxHeight = this.newHeight + 'px';
}
} else {
return false;
}
}
}
}();
Is this the way that people would do it, is this going to work? Thanks
EDIT:
Invoked like so:
window.onload = function(){
baseline.init('img', '24');
};
I would like it so that when the window is resized, baseline.init is called with the same params as the initial init function call...
Here's the main error
init: function(selector, target){
this.images = document.querySelectorAll(selector);
this.target = target;
this.setbase(this.images);
// This line says call setbase now and assign the result of that
// as the onresize handler
window.onresize = this.setbase(this.images);
},
Your this.images does not point to the var images = [] you've created. This is for when you're using protoype style objects. You should just use images in your functions.
Some of your variables look like they're only used in setBase, they should be local
Looking at your object, it's very hard to tell what it's supposed to do, sounds like you're wrapping code in an object just for the sake of wrapping it into an object. What does baseline mean?
Here's a better version of your code, you should read and understand http://www.joezimjs.com/javascript/javascript-closures-and-the-module-pattern/ and http://js-bits.blogspot.com/2010/08/javascript-inheritance-done-right.html so you can decide what pattern you want to use and how they actually work. You are mixing both patterns, even though you didn't intend to. The trick is that with the way you're writing it (module pattern) there's no need to use this in the code, they're actually local variables held be the module
var baseline = function(){
// Don't use "this.tall", just "tall" gets you the variable
// Class variables, are you sure you need them throughout the class
var tall, newHeight, target, imgl, cur, images = [];
// Different name for the parameter so it doesn't get confused with
// the class variables
function init(selector, pTarget) {
images = document.querySelectorAll(selector);
target = pTarget;
setBase();
// Since we're not using this, you
// can just reference the function itself
window.onresize = setBase
}
// Most JS developers name methods using camelCase
function setBase() {
imgl = imgs.length;
if(imgl !== 0){
while(imgl--){
cur = imgs[imgl];
cur.removeAttribute("style");
tall = cur.offsetHeight;
newHeight = Math.floor(tall / target) * target;
cur.style.maxHeight = newHeight + 'px';
}
// should you return true here? what does returning
// something even mean here?
} else {
return false;
}
}
// Return just the public interface
return {
init: init
setBase: setBase
};
}();

Javascript, callback when object's attributes change?

Functions in javascript are objects:
var x = function(){};
x.y = 1;
console.log(x.y); //Prints 1
Is there any way to call a function when y changes?
My reason for doing this is that I'm trying to override jquery's "$" function so that I can benchmark performance. It works fine when the JS runs $('mySelector'). However, plugins that are created using $.fn.myPlugin will change the attributes in the object I overrided, rather than the original.
I believe what you're looking for are JavaScript setters. Be careful to study browser support tough.
The following example is from the MDN documentation. First, when you create your own objects:
var o = {a: 7,
get b() {return this.a + 1;},
set c(x) {this.a = x / 2}};
Second, when you augment an existing prototype:
var d = Date.prototype;
d.__defineGetter__("year", function() { return this.getFullYear(); });
d.__defineSetter__("year", function(y) { this.setFullYear(y); });
There is no way to do this that will work in all browsers. Getters and setters are nice, but are completely useless when you have to support IE6 or IE7.
The approach I settled on used bandi's defineGetter suggestion, but looped through the attributes of the original object.
getAttr = function(att) {
return function() { return eval("originalObject."+att) };
}
//Delegate all attribute access to original object
for (var att in originalObject) {
overRiddenObject.__defineGetter__(att.toString(), getAttr(att));
}
And here is the full snippet that I can stick in my code to profile jQuery selectors:
var original$ = $;
$ = function() {
//Ignore document.ready function calls
if (typeof(arguments)[0] === 'function') {
return original$.apply( this, arguments );
}
t1 = new Date().getTime();
// Run each selector 100 times since we can only time it to the millisecond
for (var i=0; i<100; i++)
x = original$.apply( this, arguments );
t = new Date().getTime()-t1;
// Print selector name, time taken and number of elements matched
console.log(arguments," "+t+"ms"+" ("+x.length+" element(s))");
return x;
};
getAttr = function(att) {
return function() { return eval("original$."+att) };
}
//Delegate all attribute access to original object
for (var att in original$) {
$.__defineGetter__(att.toString(), getAttr(att));
}
It could probably be done with better style using closure's, but it works.
Also it will only work on jQuery plugins when you remove the "$" from (function($) {...))(jQUery).
This could be worked around by rewriting this to use .extend and override methods that are called during selection - something I'm looking into to make this pluggable.

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